PS3, UK version. After entering the main menu, if ps3 is signed to PSN, the game freezes for a 20 second and than ps3 signs out of PSN. If I try to sign in again, it freezes again. If it’s not signed, the game doesn’t freeze. It signs out with error 8002AD23
wtf :wow: I can’t play online.
edit: I didn’t saw what GomuGomu sadi, I’ll try with deleting the game and data and download everything again.
Guess I’ll put these here too, didn’t notice this thread before:
Remy’s and Ryu’s Trial 4 doesn’t register the throw into the combo unless I jump and then throw. I’m guessing this has to do how the game registers inputs.
Training mode’s options affect Trials mode too, resulting in goofiness like being able to utilize the “STUN: ON” setting to make the comboes easier, or to totally fuck up Ryu’s Trial 4 by setting “QUICK STANDING: ON” thus Dudley will always roll after the throw and you can’t hit him with SA2.
Music gets cut off entirely at random in online games, which I guess is more of a blessing…
XCOPY Twelve doesn’t get the garbeled voice of the character he morhped into like he’s supposed to.
Some voices are pitched down, like Dudley’s HK and Yang’s Senkyuutai.
Q has the wrong character portrait in the Character Move List and in Replay matches; It’s the new artwork instead of the original 3S artwork, like with the rest of the characters.
My friend’s game, which I was spectating, crashed after his Ken beat Makoto with a neutral throw. I thought the Makoto player ragequit it first because he got perfected but he was still in the lobby with my friend no where in sight. I thought this was supposed to be fixed in this version?
Ugh, why do you guys keep saying this? The bug on GGPO PC was mostly graphical. You’d see the KO text pop up with the sound or the life bar decreasing then back up but it wouldn’t repeat constantly like it does on 3SO. In fact, it only happened during high ping games. I basically get this every other match and the sounds of parrying, blocking, grunting, what have yous don’t let up once it starts.
My disconnect ratio is over 4 billion percent and I have no idea why, it just appeared like that.
I’ll try and take a picture tonight and upload it.
Also changes I would just like are:
Being able to exit out of the Character Select screen. THis can’t even be done in Arcade or Training Mode.
Also being able to remove the triple punch and kick options from the button configuration.
Just found this: XCOPY Twelve doesn’t get the garbeled voice of the character he morhped into like he’s supposed to. Dunno if this was on the other console versions, because who the fuck plays Twelve lol.
EDIT: Also, Some voices are pitched down, like Dudley’s HK and Yang’s Senkyuutai. Might as well update on my first post in this thread from now on.
Had problems where myself and someone else in a player match were transported to a new room at the end of a match, or the next player and the winner were transported.
Also not really a bug or glitch, but dont make X the toggle ready button. I had a ton of times where I come out of a match hitting something (X) and it throws me to the back of the line, even if I win.
I only had one major glitch in a decent chunk of playing last night, tell me if this has happened to anyone else:
I was in a player match, waiting in line. My turn comes up, and it doesn’t go to character select, rather it starts the game right away with me playing as Ryu (the previous opponent had also chose Ryu, not sure if that is what caused this). Anyway the game starts and Ryu is invisible aside from his shadow on the ground. The other player is clearly playing but like me, has no idea what is going on. I performed an SA1 and out of nowhere Ryu appears but he looks like 12’s x-copy version. He then disappears the next round again.
After the match the game froze, and I was given a disconnect %. Quite strange, but it may have been that I disconnected before the match even started.
Alright, So I decided to run through the expert parry trials today… I got to Evo moment 37 (Everyone wants to be daigo no?) I parried chun li’s super (with the air parry), Jump roundhouse, and before I land… FAIL… what?! I did it perfectly, you didn’t give me enough time to finish the final combo?
edit: I noticed in Desk’s video Success shows up at 89 seconds on the timer… My fail shows up at 90 seconds on the timer! wtf? that extra second is what i need to finish the damn combo gonna go make a capture now…
the color selection for characters not working, ie Oro(mk color should be green) but ended up it shows gray Oro.
all characters only has 3 colors, whatever buttons I press, only has 3 colors instead of 6.
the rank system basically broken, never successfully fought one rank match.
why can’t the SFIII OE online matching system like SSF4AE, you can filter country, custom the room size and stuffs?
now the SFII OE online match making system really annoying.
match sometimes won’t start even all players in ready mode.
The issue isn’t the fact that it doesn’t combo, it just doesn’t give me enough time at all. I mean, If i fail or just block, The timer still ticks and I move around afterwards…
I’ve practiced the Jump roundhouse into low forward enough times to know that I’ve gotten it right at LEAST once, If i practice alone in training mode I can get it 3/4 of the time.
I’ve done it a few more times, I’ve definitely comboed it… I managed to get the rh extremely late, and the forward was even hitting during its active frames… when it gave me the failed message =(
I’m having problems with the playermatches lobby system. I can join other peoples lobbies just fine but I can’t seem to get people in to mine. I doubt it’s just random and no one joins.
Only player matches I’ve gotten working in my own lobby is by inviting friends and playing them, I can’t however seem to get random people to join for some reason. I’ve done everything I can on my router like opening up the GGPO ports and I have the PS3 in DMZ and with UPNP enabled. So I just think it’s weird that I haven’t seen a single person join yet that’s all.
And this blows because setting up 2-3 man lobbys is the way I usually play, I don’t have the patience to wait for 6 games to finish before I get to play mine… Anyone else having this, or is it just me?
Was playing against Twelve just now with Makoto. I activated super, then somehow Twelve was able to grab me out of my super after it already activated. The hell?
just kidding. that sucks. i havent had any of these crazy issues people are bumping into. then again ive basically just done player matches so im not sure if that has anything to do with it. but offline and playermatches have worked fine.
Going to drop a few comments here on my time playing the game yesterday because some of the comments here are really making me wonder about peoples’ willingness to blame silly problems of their own on Capcom.
The setup:
PS3 (can’t comment on Xbox yet as I don’t get to buy my copy until Monday)
15mbps/1mbps Cable connection (very reliable)
Old school SD rear-projection TV (no TV lag)
Hori Tekken 5 Fightstick for PS2 (X-Arcade PS2-PS3 adapter - no controller lag)
So I got to my friends house and I immediately wanted to jump into trials to give it a try. This brings me to the first thing I want to address. There was ABSOLUTLELY no input lag whatsoever. Short of Parry Trials 5 and 10 which I have trouble with on an ability level, I was able to tap out consecutive parries without any adjustments to timing, and in combo trials I was able to execute BNBs on command. Any and all complaints regarding offline or “game-inherent” input lag are based on setups where players are using LCD or other style HDTVs with response times slow enough that TV-related lag become noticeable, or a CRT monitor with a non-standard refresh rate.
I noticed a few interface discrepancies, oversights, or slight bugs, but almost none of these are really game-breaking in my opinion. This includes no replay-saving in Player matches as I’m almost 100% certain they still save to Unsaved Replays where they can be saved later (in fact this may be less an oversight and more a convenience/time factor for over-populated lobbies). Also, while I’m not the biggest fan of the Gamespy-style “find a random opponent” method for ranked match and would love to see it replaced with the Super IV style match searching/hosting features, it at least functions well and much better than, say, Mortal Kombat (which uses the same technique).
On topic of online, I want to address the “no green connections” complaint. I’m assuming a lot of people making this complaint have been playing Ranked matches. One of the big problems with Ranked right now is that not too many people with good connections are playing it. And while it certainly seems like more connections are considered to be Yellow than Green (I have to assume the average 10/1 and 7/.5 connections are considered mid-tier to the developers for some reason), I did run into a few green matches in Player Match lobbies, although a majority of the yellow matches I played ran smooth as well. Again, seems more like an interface or design-decision issue than an actual connection issue.
Also on the topic of online, people seem to be forgetting that GGPO is not a magic cure for lag. What GGPO does is hide input lag based on connections with higher pings and connections at greater distances. It doesn’t always completely fix the problem, but in about 75% of cases it should work flawlessly. GGPO does not, however, fix traditional lag, so opponents with horrible connections who, for all you know, could be running any number of bandwidth-hogging things on their nearby laptop or PC will still wind up having a stuttery match with you. This is how things work and there is pretty much no way to fix this.
That in mind, I played quite a few matches, mostly yellow, with one or two reds/greens. I’d say 8/9 yellow matches I would have played were butter smooth. No noticeable input lag, combos and parries acting like they would offline, and all was great. The green matches felt no different than most of the yellow matches. The red matches, however, got stuttery as hell. This can’t be helped and is to be expected.
Finally, I want to mention that my friend and I were playing for several hours with absolutely no crashes requiring a system-restart, so I don’t know what’s going on there.
Also, just tossing this in here:
Please do everybody a favor and stop using the word “lazy” forever.
Point one, this is not “laziness”, it’s a small mistake. These things happen and go unnoticed all the time. You have to consider that there are a number of people working on the game at any one time and it boils down to the fault of one of the programmers, and as somebody that’s trudged through lines and lines of code I can tell you, it’s not hard to do some wrong math, put in a number you were absolutely certain was right, and have something wind up a pixel or two off and never notice it again. Believe me, if they had caught this they would have fixed this. Oversight =/= laziness.
Point two, what is lazy about this? The word Lazy doesn’t even apply here. It doesn’t look particularly great where it is, and it may have fit better elsewhere, but it’s not like it’s a difficult enough thing to move around that some fat-assed imaginary Iron Galaxy employee would just be sitting there like “Ahh, I’ll just leave it, I can’t be bothered to change a couple of coordinate numbers”. Additionally, for all you know, there could have been other considerations as to its placement. Don’t jump on the “Capcom just wants money they’re lazy” bandwagon when there’s nothing lazy about it.
And please note that if you dispute either of these points you are an ignorant fuck and need to stop posting.
EDIT:
Going to address this:
I commented on the video itself but I want to point it out here just in case. You’re hitting the jumping roundhouse too high, it’s not linking. Compare where you hit in this video compared to where Desk hits in his video.