Guilty Gear Xrd -REVELATOR- one of life's gilty pleasures

I use the term “Dedicated Servers” too freely as if it’s synonymous with “Very good servers with minimal lag”

Except fighting games are played best when there are no servers involved (except for matchmaking, but those have nothing to do with in game lag).

There has been a trend lately with KOFXIII and SG, to release the best version of the game on PC. If Injustice on PC ends up being the “must play” version of that game, we might actually see fighters on PC being embraced by more people in the FGC. And that would be encouraging for would be PC ports.

Ha ha. Robo Ky is my favorite Guilty Gear character, mainly because of the charisma and personality, but also because of the moves (crouching Kick rules XD).

Robo-Ky needs this win quote in the new GG when he fights Ky:

“I’m Hotdog, you need to ketchup.”

So that means all these million serves m$ is going to incorporate with x1 wont make a difference for fighting games?

Yet another reason to not give a shit about the xbone

The only benefit to dedicated servers for a 1v1 fighting game would be stat tracking for disconnects. For latency in gameplay, it could only be equal to peer to peer (what 99% of fighting games do) under perfect conditions (server is located exactly halfway between you and your opponent), otherwise it is worse.

Even then, any sort of processing that a server has to do just adds a bit more latency unless it’s just passing along inputs (which makes a server pointless anyway).

Doesn’t BlazeBlue have a pretty awesome netcode?

yes

The only thing that is good about having servers would be that rage quitters would be easily identifiable, outside of that nothing.

Arc’s netcode is decent (for newer stuff like BB and P4), while it’s not totally ideal (i.e. not rollback code so it still has variable input delay), they do add some concessions to deal with lag (such as how holding down a button repeats inputs).

That said, I do hope they do rollback code this time.

BB has a 5F input delay that has saved me countless times online Mid-Combo. Whilst hardcore lag will still fuck you up, it makes playing on 3bar connections a lot easier.

The issue isn’t that it’s x number of frames. It’s that the frames of delay changes eventually once the connection goes beyond the point that the x number of frames can no longer be supported. The only way to have netcode where the delay remains static (i.e. does not change to what you set it to) is to have GGPO style rollbacks.

I have these random GG questions, guys.

Is it true that Guilty Gear was the first franchise to have cancel-able moves?

And are there any other games that have 2.5d art style like Xrd?

Too much network talk BLAH.

Define cancelable moves. If you mean just doing a normal into a special, no.
And no, I think GG is the first to do 2.5 like ArcSys is.

There are a number of games out there with 2.5d anime-ish art styles, I haven’t seen any that look near as good thou.

For special/super cancels, GG is obviously not the first, but RC/FRC might have been the first in that type of cancel (spend meter to leave recovery and return to neutral), I’m not sure.

Mark of the Wolves has a cancel system called Breaks that’s a lot like RC/FRCs, they just don’t cost meter.

and are move specific. Every char only has one breakable move. And you can only break a move once per combo (unless it was a CH, if I recall correctly).