There is no reality where SF4 is “fine” on PSN. The game is a complete joke on that system.
And yet it is somehow still more playable than SFxT. That’s how poorly made that netcode is.
I’d blame PSN since apparently your experience on XBL is better, but SG’s online quality on it suggests otherwise.
I would hate to see KoF98FE on QQ to use input lag then even it would be unplayable in China.
SFxT online died for me when Shoto Scrub #9474 hit me with Ryu’s CROSS ART after taking the first two hits of Alisa’s chainsaw jab. I’ll take moving my combo timings back a bit over rollback madness any day of the week. Rollback is good when both people have excellent connections and the netcode is on point, and under perfect conditions can be better. But outside of that, it turns into a teleport-y, stupid mess annoyingly often. Until the majority of people up their internet, rollback is more of a liability than an asset.
If you guys think SFxT is GOOD, Neo Geo Battle Colosseum will blow your mind. At worst, it’s ON PAR with Tekken and Resurrection. (Can’t compare to Skullgirls because I haven’t played it)
90% of the SFxT matches I play on XBL do not have rollbacks. It might even be higher than that. I really don’t know what you guys are doing with your connections.
Probably just suffering from having the usual “high speed” internet service that’s made available to most Americans. Fixing my connection would require moving to a completely different part of the country so I don’t have to deal with Time Warner, for instance.
And that’s the problem. There’s actually good rollback netcode that accounts for this and has no issues. SFxT doesn’t have that. So if your connection is great, which isn’t the case for most people in this country, you’re not going to have any problems. But if you live in the flyover country, you’re better off playing almost any other game.
The only problem with SFxT’s netcode is that you can’t set the delay.
Other than that, on full green bars, it’s as good as offline.
Yeah, but I can run SG with 0 delay under less than perfectly optimal conditions and still have zero rollback.
With SFxT you have to have perfectly optimal conditions to avoid it. That’s something they need to fix along with allowing players to set the delay.
It’s fine if your internet is fine.
That’s what I’ve been saying the whole time. Sure, there are a few things that happen that shouldn’t happen online because of the delay but if your innanetz is good and the opponent’s it too it’s no problem.
I always play on PSN and the only time I ever get lousy connectioons are when I play someone outside of Japan.
Hitting 1f links is not the biggest issue with lag. If there are no lag spikes then your timing from first press to last should be the exact same as offline. lag spikes are much less common than delay in SF4.
The biggest issue with delay lag is actually timing things like meaties and tight punishes because you are so used to hitting your attack at an exact moment so you are forced to try and compensate for the lag in your brain which is basically impossible because delay times are always different. Even waiting for a hit/blockstun or recovery to finish can prevent you from starting your next move. basically anyone with an attack that is -6 on block will get away with it against me every time because of this shit so they are getting free slides and shit like that.
I just started playing 3S:OE and SFxT recently and it feels like that system, although jumpy as hell against a bad connection, is much easier to hit those types of timings.
Tekken Revolution’s netcode is 100 times better than SF4’s and that also uses a delay style netcode.
SF4’s netcode is seriously a joke in comparison to a lot of other fighting games.
Right now I am enjoying GGPO for SSF2T. Experimented with frame delay setting and 0 frame seems to work best for me.
Game is smooth as butter as long as I limit my opponents to those with 250ms ping or less.
People are really nice on there too. Some even stuck around for many matches even after wiping the floor with me so I can learn to play the game.
I am very impressed with the online play of GGPO for ST. Very fun!
Ryu tries to low forward vs my Sagat and I’m able to whiff punish with stand short into boost combo.
SFxT netcode for the fucking WIN

Ryu tries to low forward vs my Sagat and I’m able to whiff punish with stand short into boost combo.
SFxT netcode for the fucking WIN
Pffft, who are you fooling here, footsies? Thats soooooo 1992, half screen blanka balls/ex sobat kicks is where its at bro, input delay FTW!
This thread wouldn’t even have 1/3 it’s views if it wasen’t for it’s title. You come here expecting something outrageous and interesting, and all you get is a netcode discussion. Lol._.
I think both have their fair share of problems! Gasp!
I didn’t know sf x t netcode was so good, but I think ill wait till ULTRA. I will basically have a better version of sfxt, minus the Tekken characters.

This thread wouldn’t even have 1/3 it’s views if it wasen’t for it’s title. You come here expecting something outrageous and interesting, and all you get is a netcode discussion. Lol._.
Would Daigo be the best netcode in the world again if he was GGPO?
SFxT online died for me when Shoto Scrub #9474 hit me with Ryu’s CROSS ART after taking the first two hits of Alisa’s chainsaw jab. I’ll take moving my combo timings back a bit over rollback madness any day of the week. Rollback is good when both people have excellent connections and the netcode is on point, and under perfect conditions can be better. But outside of that, it turns into a teleport-y, stupid mess annoyingly often. Until the majority of people up their internet, rollback is more of a liability than an asset.
If you guys think SFxT is GOOD, Neo Geo Battle Colosseum will blow your mind. At worst, it’s ON PAR with Tekken and Resurrection. (Can’t compare to Skullgirls because I haven’t played it)
Amd hear I thought I was the only one who notice how perfect NGBC netcode is.