Guilty Gear XX Accent Core PLUS R: New update for GGXX! coming to Arcade, PSN, XBLA and now Vita!

Oh Lawd this lag. I was playing someone from across my own city and it was near unplayable some rounds. Frankly, I am almost willing to live with any online solution, even if it’s not tailored to GG specifically. (The upshot is that I have people locally to play it with)

Check Hama out. He’s decent with his Order Sol and I see him from time to time in tournaments too.

What we’ve been talking about the whole time, pretty sure it’s the same netcode. P4U (and BB) have really lenient buffers built in so that inputs can be read early, making the network extrapolation WAYYY easier. GG I’m almost certain has no buffers at all and in a fighting game, extrapolation is just way too complicated so it has to actually read every input and wait until it’s sent, every time.

GGAC netcode is pretty aight as long as you stick to good connections. I haven’t played ranked matches or anything but I play a lot with a guy from Florida (I live in MI) and it’s usually good enough. We get about 90ms ping on GGPO.

GGs @Guru - realizing my problem with the charge moves helped me greatly in those matches.

Dude, can you rush me down with Faust? A local guy does that (uses the random shit to get in) and he’ll do that secret door attack, FRC it and then do some evil shit to my face… :frowning:

What made P4U and Blaz Blue’s netcodes so good? Is it the type of game Guilty Gear is that makes the netcode so horrible? I’ve rarely ever gotten a laggy connection in P4U, but in Guilty Gear they’re a dime a dozen. I thought they used the same netcode?

Input buffers. There is a 5 frame input buffer on everything in BB, IIRC.

Wowowow, I can’t believe how easy the Dizzy icespike FRC is after I found the trick…there is a visual cue, it’s the dust at the bottom of the pillar. When it disappears, that’s the time to FRC. FRCed it 5-7 times in a row, on multiple occasions.

I wish there was something for Venom’s ball shots… :frowning:

I do Ice Spike on muscle memory. :frowning:

And isn’t Venoms charge shot FRC just on the frames the stick makes contact with the shot? At least for the S shot.

Any understanding of the input buffers in this game? It’s much less exaggerated than something like a Capcom game or even BB, but its there. Getting DP motions after dashing in and trying to attempt a Fireball motion (amongst other things) is confuzzling in this game considering that I just don’t expect it.

Dashing and fireball gets DP because its 6[623]6. It’s like that for pretty much every fighting game, though I think doing Jams airdash ~ kick specials handles it differently. j.6623K gets the air DP, and j.66236K gets the air kick. Probably because they intended for you to be able to use her specials like that.

I honestly can’t think of any real buffer in GG, though I’m sure there are some. There’s just reasonable input windows for things.

Nah, I know it’s a FG convention to be conscious of moving forward with 6 and ensuring the system doesn’t interpret you wrongly by hitting neutral before executing fireball motions if your character has both. Where systems differ is the amount of frames needed to be in neutral before the system clears the buffer input history. In this game, at least in regards to the circumstances described, it’s surprisingly generous. It seems to be about 3 frames, which is tight, but not a tight as I’d like.

BB has “rapid input.” If you hold a button it rapid fires your input for up to 5f. It doesn’t do any special tricks with directional inputs, so you still get 1f dash links for stuff like Ragna’s 22C loops in CT and CS.

I’ve never heard of a game clearing the buffer for you because you hit neutral. Is that a thing? I always thought you just have N frames to do an uppercut, and if you hit forward you have to do something else (like be in neutral) for N - x (where x is the number of inputs for the command you want) frames, at which point that forward input is out of the buffer (or at least out of the acceptable buffer length to register as an uppercut).

that doesnt really sound right to me. i can dash with sol and do his gunflame and sol will still be sliding forward a bit into the projectile because of the dash input…i’ve never had it register as a dp motion.

Sol doesn’t have a DP+P input.

oh yea, derp.

Since you asked, I just posted the full results of my tests here:
http://www.dustloop.com/forums/showthread.php?15586-GGXXAC-Input-Lag-Testing-Results

I also have about half of those Outstanding Combo clips, can upload them when I get back from vacation.

Good finds.

Also, all the Outstanding Combo clips are on youtube still. Search Phantasm Infinity.

That’s… interesting… I’ll give it a shot. I used to use Testament in GGX and when I played #R with him, his 6HS was easy because it was just as soon as it hits the floor.
So after the ball appears, and just as it makes contact? Hmm… Thanks.