if it isn’t than it is on a case by case inconsistent basis. Which seems like more work than not, I don’t see how they could accidentally do that. Most likely whats going on here is the math to calculate how much life to remove from the ‘HD’ bar is different and causing probably weird pixel rounding in some instances. Also the fact that since the bar seems to be longer, when you get hit by a fierce or something the amount of damage you see on the bar looks enormous because it is technically ‘longer’ though proportionately it is the same.
I’m using ryu vs ryu and the data we have on stamina and damage. Obviously it scales in the last segment but despite that ive found combinations to get 0 pixels left on emulation and OE.
It should be easy to definitely check this by finding a move where X push let a given opponent still alive by one or 0 pixel on emulator and check this again on OE.
That’s exactly what I did while using the site you’ve got going with the karathrow/your own data as reference. btw I think the damage on ryu’s jumping neutral roundhouse is wrong. Seems to do more than you have listed (on both OE and emu of course)
one game can react one way, another can be fine, and it can still be your network. Learn about your ports, I bet you have a firewall that you arent aware of. Either that, or youre used to the lag of other games
if you wait about 4 seconds, their connection will be displayed most of the time. once you see that it’s red, you can just leave. if the other person cancels first, it’ll automatically start searching again for you. talking about ranked here.
as for damage, i think it could be the effect of the red fading making it look different. moves that do multiple hits quickly look more damaging. i keep getting kills with corkscrew blow that surprise me.
He listed it as a possibility not fact (assuming the translation is correct and the Japanese tend not to be that direct)
The crt part is the way to go although it does not account for the other issues with this game. (good thing I did not toss mine…)
I will spare the details of the random issues with the game mostly on features that do not really matter. All I really wanted was an arcade perfect port with an updated trainning mode neither of which OE provides. If I wanted to use the current training mode I could of hooked up my ps2 because it is just as shitty.
Outside of the trials I haven’t played offline, but I had the exact same problem as Boss for the Makoto trial.
The online is really disappointing. Anything below a green connection makes ground game obsolete (and even then, it can be laggy). There’s also a much too frequent bug where the game registers the “hit” sound effect when opponent blocks. Also, I just played a game where both sprites were invisible about 10 minutes ago.
Yeah nice try but I don’t play Street Fighter 4. I’ve played 3rd Strike on Dreamcast, Xbox Live, Playstation 2, Mame, SuperCade, GGPO and now PS3. This port, sans the glitches that will be patched soon enough, is currently better than all of those with the exception of pure GGPO.
Yea, wish i would of come to the forums first, but i had been looking so forward to this game coming out i kind of just jumped right in eager to play 3s again. I bought it for 360 and it sucks. Takes 8 years to find a match in ranked, and that i wouldn’t even care about but there is a lag, whether i’m on line or not. I cannot even do the simplest of combos with out any input delay, even in training mode… i don’t even know how to describe it… unresponsive i guess would be the best. ugh. Very disappointed, hope it gets fixed. sigh