Official SSF2T: HD Remix General Discussion Thread

I have this issue on my DOA 4 stick. I find doing a slightly slower motion than Kens helps. Strangely, I do not have this problem with my other, all Sanwa stick

well you gotta factor in the gameplay speed. and also with ken’s super, the motion isn’t 100% the same either (motion ends in d/f),. that could play a factor as well as to why ken’s comes out easier, which it really ies easier

Maybe its just my shitty broke ass hori.

Could some of you execution masters give me advice on the input for say j.FP, c.MK, super, with Ken? Is it better to start the motion for the super before or after the J.FP? Thanks.

I do the first qcf while im in the air hitting.

I agree with RagingStormX and GayBeR.

There is no problem with dropped inputs just netcode rolling back.

This is the first game where I’ve ever even heard the term ā€œrollback.ā€ As in, the game takes back things happening on your screen. I’m sorry but that just makes zero sense to me. If a game is running in slow mo, at least I expect the game to be worthless and mean nothing. But to have things going backwards in time while I perform moves? Bullshit.

You know I’m the resident hater, but I’m trying to be honest. The ridiculous slowdown at least made me accept how shitty the netplay on AE was. This game has great netcode for the most part, then fools you into thinking you can have a great game with anyone. Then it become a terrible Back To The Future remake and you wish you never played at all.

Funny glitch just happened with me before. I was waiting in a player match, and was last in line. Went to walk the dog, and came back…There’s a blank text box on the screen with an A button prompt at the bottom. I press A, and when it brings me back to the main menu everything is super huge. I try to join a match again, game crashes. Could this bug somehow be related to me playing on a standard-def TV?

Man what the fuck are you talking about.

The first game you ever seen it in, seriously? Did you never play, Diablo 2? Counter Strike? or like any game online ever? Because in every one when the game lags up shit goes back in time. It’s just the why the netcode works.

Fighting games have just been late with using this type of netcode for whatever reason, but overall even with the rollbacks it’s much better.

It was present in lots of other games, and in ggpo : (http://forums.shoryuken.com/showthread.php?p=4015050&highlight=takeback#post4015050). I like takeback still =(

Think about the controversy regarding the 2% speed change, now imagine the game changing speed much MORE than 2% randomly in the middle of the round.

Network play isn’t going to be perfect, the question is what to sacrifice. It’s much better to play a game with constant lag and slight rollbacks, instead of a match with random speed changes and getting to 10+ frame lag at times.

The problems with SFHD are not rollback in itself, it’s that the rollbacks affect too many connections, and are a lot more severe than what is on ggpo.

On SFHD you can hit them with a RH xx FB, and during the FB the game rollbacks to before the rh and i get hit by a dp! The rollbacks in GGPO are more like: ā€œYou see 1-2 frames of the SPD then rollback and get DPedā€ It’s a lot easier to recover from mentally. They also happen more often on otherwise good connections.

Is this is the root cause of the ā€˜dropped frame’ problem, maybe it really just did a mini-rollback and ate the input?

I don’t know if it’s always been this way in st but I noticed ryu trades with ken in the air a lot and gets knocked down while ken doesn’t (all otg attacks not counting jab or strong dp.)

I too have seen dropped inputs and only remember them happening in laggy matches. Like Brian said, it’s especially noticeable when you go to do a special move and absolutely nothing comes out, not even a normal. But I’ve also gone to do normals where I know I’ve hit RH, for instance, and my guy just stands there.

I have a pretty good suspicion that the problem is related to time rollbacks. It feels like maybe it just swallows the inputs you made after the point in time that it rolls back to and replaces them with your current inputs once you’ve rolled back in time. If that makes any sense :looney:

There are some other ways in which the input could be recorded / transmitted / resolved wrong but the theory above seems the most likely to me.

I’ve definitely noticed dropped inputs. I can’t remember if it was during laggy matches, but I’ll try playing the beta a bit more to give some feedback.

Also, I remember something exactly like this happened in the first GGPO alphas, but it was eventually fixed.

are you retarded? we’re talking about fighting games, not old PC games. FPS games have been doing rollback for ages (or to be even more specific, current FPS games do ā€œdelayed actionā€ instead. meaning your screen is actually slightly delayed, and you might die after the fact, because your own game is ā€œrolling backā€ to what actually happened). this works in many types of games because you don’t need pinpoint-accurate execution. in fighting games, you do.

i personally dislike rollback because it cheats good players. you can do a perfect reversal, see it hit on the screen, and then 1 second later be down 50% life for no apparent reason. all the while it’s unbeknownst to you until it happens. at least with the massive lag of previous SF games online, you KNEW when you had a shitty connection and the game wasn’t going to mean shit. now it’s almost impossible to tell when you are fucked until you actually get fucked - the entire game might be perfect until that one moment that makes or breaks the match.

GGPO also uses the same code, which is why when everyone else was applauding it, i was just like ā€œgive me a break.ā€ How can people take GGPO seriously when every time there is a clutch situation, the inputs drop and you can’t get that reversal/super/combo that is needed? It is extremely difficult to get perfect reversals on both GGPO and STHD because so many inputs are dropped. at least in STHD however, some motions are being relaxed, which helps to slightly relieve this issue. Still, we seem a long ways off from perfecting netplay for fighting games.

GGPO and ST:HD use the same basic principles that 3D games have been using for over a decade, rollbacks and rubber-banding are very common in those games. The only reason you don’t notice it much in those is that they use interpolation to smooth things over, which is much easier to do with 3D than with 2D sprites.

Edit: There is nothing novel at a high level about how GGPO and ST:HD works, it’s just relatively new for 2D games. It’s been in use in other games forever.

If you perform a perfect reversal, any rollback will be in your favor. It doesn’t warp ā€œback in timeā€ as much as it compensates for what happens on both sides. Rollback is far superior to input delay, play a while on GGPO; it demonstrates it excellently. I haven’t tried the beta, but apparently it suffers from rather more extreme rollbacks. Those can cause gameplay to suffer more than slight input lag would, admittedly. Don’t be so hasty to judge it inferior until you see how good this method can be.

k, missed this bit. How the fuck do you expect people to take you seriously after you say stuff like that? D:

ggpo doesnt drop inputs dipshit

also you will never get a rollback which prevents you from getting a perfectly-timed reversal, ever. rollback goes back to what was supposed happened with the same inputs if the game was perfectly synchronized.

seriously dsp you have no fucking clue what youre talking about, go away

I’ve gotten dropped inputs on 2df but not GGPO. Dropped inputs on 2df are only in heavy lag though, like Brazilians, Chinese or Pakistanis.

Sorry to repeat this question, but I wish I could get an answer quickly so I know how to ask for buttons to be on a stick.

In the SFHD beta, what 360 button corresponds to each attack button, on default configuration?
I’m assuming that SF4 will follow the same model, so I want to set up my stick so I don’t become one of those people who makes other people waste time configging at tournies.

dsp because you’re a big baby, heres how rollback actually works.

zangief does c.LP
he does SPD motion
ryu does reversal dp
(on your screen) the SPD goes off, however, 2 frames ago, the enemy had actually hit the button for a reversal DP
the game goes ā€œwait a minuteā€, and instead, plays the 3rd frame, the one where the DP actually hits you.

anything that happened pre rollback is on the assumption that it happened 2 frames ago if your opponent was holding the same buttons he was, post rollback is what actually happened. every input is recorded unless there is actual lag.

If I recall correctly (I’ll try to confirm when I get home later tonight), the defaults are

X, Y, LB
A, B, RB

so I didn’t need to config for my custom arcade stick.