Dedicated Thread: What we want in "ONLINE" Third Strike

actually metric the reason why it runs like shit is cause of the old fba emulator can’t run cps3 that well(or any emu for that matter). Also with this port they can optimize it where it uses less data for the online then the data sent in the emulator(it needs more then just inputs).

do you mean tech roll? you can do that on pretty much everything in 3S. The sure exceptions are after you get knocked down as a result of a super combo. you just have to tap down as you hit the ground. so parry dirt.

current ggpo 3S netcode is way too shaky to release with an official game. sure it’s decent at low pings with computers that don’t mysteriously hate the client, but it’s still susceptible to framerate drops caused by rapid inputs (ok if people on there are still mashing out of neutral throws and dizzies i’ll punch my computer screen right now) and sometimes no reason. some characters become stupid because of it, and turbo usage online would destroy everything. i hope that in the future when people say they want ggpo netcode, they’re more specific about how it needs to be improved first (for 3S anyway).

got a couple more ideas:
-option to disable start button in offline versus
-if people like q’s music that much, how about a simple palette change of dudley’s stage so q gets his own version of it? could be nighttime or something. would any purists be against that since it’s not in the arcade and the art direction team isn’t the same as original 3S?

Yeah I know this, I was assuming the people asking for GGPO netcode didn’t. However, if we did get the GGPO netcode, would it be superior to the SSF4 netcode for example? Personally I love the SSF4 netcode, I can react to everything and comobos in 3 bar delay are still very do-able. :wonder:

Is there a list of differences somewhere that I could read? Or a FAQ? I’m always on the lookout for knowledge.

  • Arcade perfect port
  • GGPO netcode
  • Gill shouldm´t be playable

I’ll see if I can find anything for you.

The only thing that I can remember off the top of my head is the difference in speed.

The PS2 version is about 10% faster than the arcade version.

EDIT: Here you go:
http://shoryuken.com/f2/third-strike-ps2-vs-arcade-differences-70148/

**EDIT 2: **
[media=youtube]rKjWMV8aqwA[/media]

The second part is in regards to Akuma’s non-throwable f.mp.

EDIT 3: In the above link, Rockefeller says that on Ryu - (corner) s.mp xx s.hp xx lp shoryuken > mp shoryuken needs to be kara’d in the arcade version.

I just tested this and Rock is incorrect. It works without kara’ing the MP Shoryu, in both the PS2 and Arcade versions.

However, 3-hit HP Shoryu in the corner vs. Oro is indeed random on PS2. Just tested it. All 3 hits connect in the arcade version though. 100%.

For one, I would bet that once OE gets released, GGPO threez is going bye bye. That means no more chat function that we once all used to enjoy. Maybe they could implement some kind of lobby based chat room in third strike? I know that would be a bit much but hey who knows. But yea rankings, great netcode, new colors, would all be a plus. oh yea did i mention great netcode? there’s hella peeps on the east coast that i would like to play.

This is actually one of my favorite features. A lobby-based chat would be great.

I have the perfect solution for this

stop making tier lists

Don’t you feel like an idiot now?

for the love of god do not change anything about the game.

an arcade perfect port, expanded training mode (something like cvs2 + hitbox mode) as it stands 3s has one of the worst recording modes in any console fighter, GOOD netcode (optimized ggpo preferably), good ranking system, hdr’s is horrible, something along the lines of sf4 would be best.

…that’s it.

For the sake of casual offline play in a crowded environment, during the Player Select screen, **make either the SELECT/BACK or START button bring up the controller configuration settings for that player. **The other button can be used for selecting colours 7-12, and pressing both SELECT/BACK and START would return to the main menu like a PS2 soft reset.

The button mapping screen should be like HDR where you can just simply press LP,MP,HP,LK,MK,HK in order.

Combine these, and you’re going to save a crazy amount of time for players constantly switching controllers and remapping their buttons during busy casual sessions and tournaments, since it would reduce the need to do those ‘button checking’ rounds before they actually start fighting.

Such a simple idea, and I can’t believe it hasn’t been implemented in SF4, HDR, T6…

change the character select screen and menu system to work like sf4.

A=FORWARDS/SELECT
B=BACK DESELECT

also add in the way you pic your colour from sf4 (with memory) rather than by button combinations.
like a lot of people have said it would be nice to have all the stages from NG and 2I added in too.
have shin akuma added into offline single player arcade as a secret boss too.

You are gonna hate this… but I would also like a change to Yang’s Rekkas so that they’re more like Abel’s (:qcf:+:p:, :r:+:p:, :r:+:p:) instead of the old Fei Long style (:qcf:+:p:x3)

Why? Because EASIER INPUTS ARE FUN. And I like having fun, and I prefer it to cursing my hands’ inability to do :qcf:x3 on stick.

Also, how about making certain “close” moves (e.g. close :mk:) into a command normal (:l:+:mk:)?
My Q/Yang/Alex game would welcome this for fake-outs.

edit
Also, you know when Yun/Yang activate SA3 but it doesn’t show after-images – is that intentional or a bug that could be fixed?

^ Quality trolling.

that means you need to work on execution and not ask for easy stuff (im sorry but shortcuts are not needed in 3s, you ruin the execution factor of the entire game with that nonsense, imagine doing shortcuts for hit confirms especially with characters that use qcf motions, you wont be having fun if you lose an entire game in 1 min due to shortcuts on specials or supers)

I’m not trolling.
I’m asking for a DIFFERENT METHOD to doing Rekkas – a method which hasn’t hurt Abel one bit.

Explain to me again WHY there needs to be an “execution factor”? I prefer working with mindgames – my first Rekka was blocked, do I risk pressing :p: slightly later to catch them if they counter too slow, or do I just stop?

I’m not asking for easy hit-confirms or :df::d:df: SRK BS.

And if my opponent catches me with the first Rekka, I WANT him to finish his Rekka without worrying about dropping it - he hit me, he deserves his combo. Next time I need to defend better.

Also I do win & lose entire games within 1 minute, 33 is that fast. 69-69

you can do that with qcf’s too, you just dont want to take the effort to better your execution (you’re talking about Abel, as well, who is a much slower character than Yang when it comes to connecting motions)

Execution is whats needed in 3s because everything can be punished, if you want shortcuts like that because “its FUN” then you’re just making it 10x easier to punish and just asking to lose against top tiers

most ppl lose because they drop combos, and whos fault is that? its theirs because they dont take the time to better their execution…i know you’re only talkin about yang’s slashes but if you suggest it for one of them, its going to be implemented to ALL of them in one way or another

Mind games builds upon Execution if you didnt know, even Justin Wong said it in his interview with Gootecks (before sf4 came out)

just work on your rekka timings. i use fei long and it is very hard but once you get it down its not bad at all. ive been using fei for a week and have got it down fine now.

Since everyone else has posted their opinion on this, I guess I’ll chime in with mine. Cigarbob and others have said it and I’ll say it again. Absolutely no changes to the game AT ALL. No attempted balance fixes to damage or move property. By now those of you who care about ST, have seen what HDR has done to the scene. It had a most devisive effect, and for the most part is a totally different game.
Furthermore, and I really hope Capcom gets things done right this time, a real arcade perfect port. Not the PS2 version, the exact version of the game that runs on the noami arcade boards. They have had several attempts to get this right, including the travesty that was the DC port. Lets hope things finally fall into place.
In this day and age a proper training mode with a solid record function is mandatory, even if it was lifted entirely from CVS2’s training mode. Fan extras, I’m considering that aren’t necessary but would be a nice touch, arcade ports of the other SF3 games, a trial/tutorial mode showing basic Bnbs and punishes, and maybe a few videos showcasing high level 3S play.