lol product placement.
Dude that’s not an ipod it’s a gold record.
Hi, Ponder. This must have definitely crossed your mind, but I’d like to know your thoughts anyway: if packet losses and out-or-order arrivals are such a problem, an optional duplicate packet option on the client would be helpful, right? For every packet to be sent, send two or more rather than one, with some simple control for disregarding duplicate packet(s) on arrival if one has already arrived (ID-based perhaps? just a guess from someone who doesn’t know how you implemented GGPO :P). I recall Kali has an option like this on its launcher, that lets you have up to four extra packets (and I loved having one or two extra packets, back in the day when I would play Warcraft 2 and Starcraft there). I imagine one extra packet should be enough for the most usual scenarios.
Glad to know you’re up and running. And be proud to be the man who really, really made an online gaming revolution happen. Playing SF online now is light years better than it used to be.
lmao that would be a damn big ipod
Yes, everyone does this, including GGPO and STHD. I think GGPO’s method is quite good, but that’s not really what I was talking about.
Suppose, for example, here’s a very trivial way to calculate the packet transmit time between two users:
- Record the current time in milliseconds and send it to the other guy (the ping packet)
- When the other guy gets this packet, he sends the time back to you immediately (the pong packet)
- When you get the pong, take the current time in milliseconds, subtract the time in the pong packet, and divide by two.
This fails if either the ping or the pong packet is lost. It also behave badly when the ping or pong packet arrives out of order: it gives you the wrong answer. Exactly how wrong and with what frequency your calculation is depends on how lossy your network is. If you are depending on this calculation to be correct 100% of the time, you are in trouble. This is a very trivial over simplification of the problem, but I hope it illustrates my point.
The algorithms and tuning constants used by GGPO (and I assume STHD) are much more advanced. GGPO’s have been optimized for all sorts of variance seen on the Internet around the world, while STHD’s have been optimized using latency simulators, Partner NET, and much more recently public beta tests on XBox Live. I think this is why GGPO outperforms STHD on the Internet when they’re both about equal using latency simulators: there is no substitute for real world testing and optimization, of which GGPO has over a year doing and STHD has only a few weeks.
Here’s a convenient place to find all the SFHD Udon art (although Zangief’s color portrait does not appear on this page for some reason).
By the way, I’m really glad you’re involved in SFHD’s netcode, Ponder.
Can we get an effing release date up in here?
Beta ends soon.
THE LOYAL FANS NEEDS TO KNOW.
As I’ve mentioned before, I’m an HF player. What I would like to see for honda in HDR is basically HF honda with an ochio. Oh, that and the float jump that I’ve heard about - sounds useful. I like HF honda’s normals better as well as the HF butt-smash since you can get a double-hit off it. I’d like to have my cake and eat it too and have the guarenteed knockdown and easier time clearing FB’s from ST and retain the double-hit from HF (I guess that would be like a juggle since it could hit after a knockdown) but I’m guessing that would be considered a bit much. Since Honda qualifies for upgrades anyway, I think these would be simple upgrades without changing his fundemental gameplay as well.
Only problem I can think of with this is that the chars he already beats might have even bigger problems, but maybe their imporvements will fix that.
/while I’m thinking about it, med slaps should be like hf, and short and fierce slaps could be like ST (the option to drift or lunge would be sick!)
edit:yeah yeah, I know the rebalencing is done, but I wanted to get this out there anyway. “Greatest hits” Honda FTW!
Is today my birthday?
I posted this on Capcom’s forums first to see whether they’d baste me for it, and no one has, so now I’m posting it here. Also, I’m going off Sirlin’s post on his site that says that nothing on the games he’s working on is intentionally secret. If for some reason this isn’t ok, well, then remove the post I guess.
This is a list of character changes I’ve gathered from the blog articles, the recent changes to the beta, the playable 6-character version available at Evo and BoD, and an unnamed source or sources who have inside information. It’s important to note that some of this information is already old, a couple months in some cases, and I’m sure plenty of things have changed in the meantime. Also, in some cases I’m going off what my source(s) thought she/he/they remembered seeing or hearing, so take some of this with a grain of salt.
If anyone has new or better info, post it up or send me a pm if you’re not comfortable posting. I’ll edit this list as new stuff comes in.
Ryu: still good
–fake fireball
Ken: much better
–roundhouse hurricane goes farther and moves faster
–strong shoryuken is invincible all the way up, always knocks down
–fierce shoryuken always knocks down
–funky kick commands changed to qcf + short, forward, and roundhouse
–forward kick grab has less range, first hit does less damage
–super can now be done as reversal
Honda: high tier
– jumping short has tripguard
– jab headbutt nullifies fireballs
– ochio still storable, but it’s nerfed somehow (can’t recall, either whiff animation or bounceback like Hawk)
– fierce headbutt moves faster
– super does full hits/damage every time, safe on block
– Honda has additional changes my source(s) didn’t remember
Chun: not as good as before, but mainly because everyone else is better
– spinning bird kick arc is now like Blanka’s rainbow ball, hits 4 times, juggles, does high dizzy
– super does half damage, can still be stored and can still end with up-kicks
– down-forward + forward kick flipkick remove
– down-forward + roundhouse neckbreaker can never cross up now
– Chun has additional changes my source(s) didn’t remember
– can’t recall if strong throw does less damage, probably does
Blanka:
– horizontal ball is safer on block, but can still be hit by some attacks, Blanka takes more damage if hit out of it
– jab and strong horizontall balls travel slightly shorter distance, have same sound effects and rotation speed as fierce horizontal ball
– rainbow roll has much faster startup and better recovery
– hops gets additional commands of back/toward jab+short, strong+forward, or fierce+roundhouse
– fewer punch buttons are required to activate electricity
– super has better startup and recovery, always knocks down on hit
Zangief:
– green hand is now qcf + punch, knocks down on hit
– lariats get additional command of jab+short, strong+forward, and fierce+roundhouse, not sure which is which
– spd gets additional command of hcb, toward + p or hcf, back + p
– super gets additional command of hcb, hcb, toward + p or hcf, hcf, back + p
– Zangief has additional changes my source(s) didn’t remember
Guile: can play more aggressively, seems good
– toward+roundhouse is an overhead, has a bit more startup
– horizontal roundhouse travels very far diagonally and toward the opponent, almost to the other edge of the screen, but is extremely punishable if whiffed
– sonic boom hitbox extends a bit lower
–super gets an easier motion, now juggles and does near full damage as antiair
Dhalsim : top tier still
– strong noogie has less range, does less damage on first hit
– kick flame goes further in the air, is a juggle starter
Hawk: top tier
– condor dive is safe on block, has less bounceback
– condor dive doesn’t knock down on hit
– normals are like O Hawk normals, stray hitboxes corrected
– dragon punches are like O Hawk dragon punches
– spd has whiff animation, builds meter
– Hawk bounces farther back after landing spd
– spd gets additional command of hcb, toward + p or hcf, back + p
– super gets additional command of hcb, hcb, toward + p or hcf, hcf, back + p
Cammy: upper tier
– hooligan command is qcf + p
– spinning backfist command is qcb + p
– all strengths of spinning backfist go through fireballs, have low body invincibility, have larger hitbox on second hit, extremely likely to knock down
– cannon drills are much safer on block if done from correct distances
– cannon spike a little less safe on block, if done too close can be punished on block by everyone
Fei: around the same spot in the tiers, but the distance between tiers is much closer so that’s not a big deal
– chicken wing command is qcf + k, builds less super meter
– short chicken wing has more invincibility on startup, can go through fireballs
– all strengths of chicken wing have 5 more frames of recovery, can’t combo out of it
– all strengths of chicken wing have worse air-to-air priority during first hit
– flame kick always knocks down, input window is bigger, builds less super meter
– rekkas travel farther (can hit from outside Guile’s crouching forward range), input window is bigger
– super travels farther and faster, fewer invincibility frames, vulnerable at Fei’s head during 4th and 5th hits
DeeJay:
– dread kicks almost always combo
– forward and roundhouse dread kicks have lower-body invincibility on startup
– forward and roundhouse dread kicks do less damage
– easier to do full machine gun upper, but does less damage
– machine gun upper nullifies fireballs
– mgu does less damage and stun than before, much easier to get all the hits
– DeeJay can keep back charge during mgu, so he can nullify an opponent’s fireball and then throw his own immediately after
Boxer:
– grab range is smaller, first hit of grab does less damage
– jab headbutt has more recovery, can be punished on block
– strong headbutt has more recovery, can go through fireballs
– all strengths of headbutt build less super meter
– alternate command for tap of jab+short, strong+forward, or fierce+roundhouse, but not sure which does which and how it stops the player from using the non-held normals while charging
– super only does 50% damage
Claw:
– wall dive no longer knocks down, no frame advantage/disadvantage on block
– wall dive can be faked by pressing down + k in the air
Sagat: top tier, possibly the best in the game
– tiger shot recovery is in between N Sagat’s and O Sagat’s
– gets O Sagat’s fierce tiger uppercut, does slightly less damage
– can’t cancel second hit of standing forward or standing short, can cancel standing strong
– can cross up with jumping forward
– super can now be done as reversal, travels farther, does full damage everywhere
– tiger knee command is dp + k, can juggle, can be done twice in one combo (crossup forward kick, crouching forward, tiger knee, tiger knee does 45%)
Dic : top tier, might also be the best in the game
– standing jab has a much better hitbox, works as a good antiair
– devil’s reverse has 1 frame of invincibility on startup
– gets a fake slide, done by down-forward + roundhouse, slides right up next to his opponent, even on wake-up
Akuma:
– legs are no longer invincible during crouching kick attacks
– air fireball has much steeper angle, causes Akuma to hang in the air for a bit
– air fireball can be thrown much closer to the ground, can do instant air fireball
– takes more damage, can now be dizzied
– can be hit out of teleport
– teleport command now done as dp + 2 punches or 2 kicks instead of 3
– regular fireball has same startup as Ryu’s but has slightly less recovery
– fierce regular fireball has huge knockback from close range
– hurricane kick has much less invincibility
– red fireball has much more startup
– super is raging demon (same command as usual), functions as a grab, lowest damage of any super in the game
– raging demon can go through fireballs but no other attacks
dude, I wondered why you hadn’t posted that in here. Saw it over at capcom a while back. There are actually many more additions to the characters that aren’t mentioned. I don’t know if people were worried about it being too similar or the characters not having new stuff but there’s no danger of that.
this is what we should have been discussing instead of the shit that has clogged up this thread.
Well, post up what you know!
Their supers can of course also be done the other way… HCF, HCF, back (or up) + P.
Hawk’s new whiff builds meter. Going by that, I think it’s safe to say that if Zangief’s whiff didn’t build meter previously it will do now.
To clarify, if Hawk connects with a SPD, he lands further back.
Akuma can be hit out of his teleport.
Yes sagat and dictator toptier:tup:
Geif sounds really shitty compared to hawk.
Going by ultra davids post it looks like the top8 of sthd at evo09 can possibly be home to more then just boxer, claw, sagat, n sim:tup:
Im a little disapointed in the changes to DeeJay, hopefully he is given something more.
Compared to Ryu’s changes, who always have been considerd better, DeeJay was definaty been given the worse changes.
Also, that Honda is going to be nuts! What’s gonna keep him from doimination all non fireballers? And keeping stored Ochio, that shit is so stupid.
Please, Sirlin, try to give us some real character updates.
ryu got a fake fireball
deejay got dreadkicks to always combo… which is HUGE and then machinegun upper nullifies fireballs… huh?
Well, Zangief has other changes than just the ones mentioned, but the guy(s) I spoke with didn’t remember what they were. And hopefully Honda has some changes to nerf him out a bit, and it seems likely that he does, but I didn’t hear anything about that.
Not sure what the ‘fake wall-dive’ with Vega is all about. Seems to me that you can ‘fake’ a wall-dive fairly easily anyways, by simply pulling back and landing in front of them, or pushing forward and overshooting your opponent without pushing the punch button.
Has anyone seen it in action? I’m curious.
Wait…, are this the only change made for Zangief??? so no, HF 3 kicks lariat?? no World Warrior SPD Range and Damage? i mean, if those are the only changes, he would still lose to Dhalsim limbs, and Honda’s 100 hands/grossness (no offense Honda players) the only thing i like is that the green hand knocks down on hit.
Edit: im very happy for Sagat, he is one of my fav characters.
No those aren’t the only Gief changes, those are just the ones I’ve heard about. I thought putting “un-remembered changes” would make that clear, but I’ll edit it for more clarity.