Opinion on the netcode?

The game uses input delay and slowdown to give it the time needed to process inputs under laggy conditions. In most cases, slowdown is only present during lag spikes and during character intros, and the input delay is very small and not noticeable… at least not yet.

When a game first comes out people aren’t as sensitive to lag since they’re still quite new to it and wouldn’t notice 2-3f of lag.

I’m sure if we give it time there will be people saying online is shit, it’s night and day vs offline, etc, just like every other game…

It’s not bad. I only played against one person though and we got a solid connection in other games too.

post patch netcode is amazing

how can anyone play this game online? it’s just as awful as every other 2d fighting game online, even worse since instant blocking is practically required to stop dumb shit

What, are playing it wireless or something? Netplay is flawless 99% of the time now on both systems. What problems are you having?

my god never thought Kanji’s grab command would be so easy now. totally rocking everyone after 360 patch :smiley:

The netcode on xbox is pretty good now!
It was like playing offline!

Indeed, netcode feels great. Bravo, ASW/Atlus.

Nasty lag spikes, takes forever to connect to a match, (significant) input delays, and the occassional dropped match.

this may be an issue with isp here on my end, despite my frustrated comments before. there have been some iffy things going on as of late (possible bandwidth throttling and other dubious doings)

I played people from Mexico/Canada/UK/Japan today. It was still awesome.

The netcode for this feels on par with Arc Systems previously releases to me so I’m satisfied with it.

Every room reads as a zero bar connection for some dumb reason so I havent had a single game yet. Only game this has ever happened to me in.

I turned off my router and plugged my PS3 directly to the modem, and it made no difference. That’s about as open NAT as it gets. What a bizarre issue… I don’t even know how to approach this problem.

Everything works beautifully for me.

The options for matchmaking are what seriously sets it apart from the garbage that Capcom has given us so far. Giving you options for “GOOD CONNECTION ONLY” for quick match searching or just letting you pick from a list is what every single fighting game should have. Also picking your character ahead of time to cut the downtime between matches. So many simple additions that keep people playing and makes the online experience so much better.

I want to say that the netcode on 360 since the patch has been golden.

Playing it on 360 since the patch, I will say that it cannot get better than this. Played a buddy of mine few states away, now he’s visiting my place. We play offline, getting the same exact result. Best netcoding to date.

Pretty sure that the good connection option is kinda a POS. Everything from a 0-4 plays fairly well. I have had smooth online play with 0-1 bars and noticeable lag with 3 bars. Whatever ASW is determining as “good” is subjective.

…dumb shit like what? IBing only takes off about 2f of blockstun and the game doesnt really have super strong pressure except in certain situations.

Some of it feels…oddly safe/good. Feels harder to get people to stop pressing buttons all the goddamn time than even Guilty Gear. To be fair, I’m not entirely sure exactly how P4A should be played at top-level beyond being an ArcSys title. Honestly there are things about the general philosophy of its design I’m not fond of (but also quite a few ideas I very much like), but most of that is more preference than design flaws.

the universal “reversal” system is there for a reason. :wink:

You’re totally misunderstanding pressure options if you think the pressure is anywhere near as strong as guilty gear. Do you have more specific examples?