The only struggle bus in that game is Enkidu, and even he at least can still play the game, so go for whoever speaks to you the most lol. The mission mode combos are also all legit, so if you can make it to the 4-x of a characters trials, you’re basically doing their real shit.
Also, input delay is not a new thing, it has been around for ever, and will always be there as long as processing of inputs is required.
Even the NES has about 40ms if built in delay.
What ASW did do was add things like the 5f buffer (not actually a buffer I know) in BB. This wasn’t explicitly to help online play, but it did have that effect.
Sometimes developers add an extra bit of delay on the controls for a wide variety of reasons, but I don’t think ASW has ever done that.
In fact, while many fighting games have had worse inherent input delay, the only one I know of that did it intentionally is Capcom with SFV.
I actually think that Capcom said they added it because they couldnt reduce the inherent input lag that UE4 had before its patch.
Tekken 7 also had the same issue.
And sadly, none of them fixed it even after Epic patched it.
Add that SFV has the lag cycle, where the input lag keeps getting worse as the round goes on.
As for inherent input delay.
The theorethical minimum possible is 3F
1f for the screen, 1f for the console and 1f for the controller.
Which is why any game having between 3 or 4 is considered great
5 is considered good, and 6 onwards is considered bad.
Of all current FG developers, the only ones who work to keep the input delay between 3 and 4 are ASW, LabZero with SG, and NRS
The other companies, specially those using UE4 have it usually around 6 or more.
And in the case of SNK, they purposefully always keep it at 5~6, at least with all the kofs, dunno why.
It’s very possible that 8 frames was the best they could do at launch, and the rest was PR spin. Kinda like the spin around the name “windows 10”.
I can tell you from my game dev friends that 8 frames is typically the target for most games, and game engines (like UE4), for a variety of reasons. It is also perfectly fine for 90% of games.
Also, sometimes input delay gets blamed for lots of things like screen lag, or animations, which it has nothing to do with.
As a random aside, Microsoft has developed a 1 ms lag touch screen display, which is super cool. It has special hardware to make that work though.
At least the games using UE4 default input reader library had the “excuse”, but when you have companies like ASW and NRS actually writting their own libraries to reduce it to almost 3, i can hardly think why anyone wouldnt do that.
Add, that UE4 patched their own library based on what NRS and ASW did and now they reduced it to 5~6, so there shouldnt be any game on UE4 with 7 or more right now.
Not sad at all. It makes lots of things easier (as you have a bigger window to process inputs) and does not matter in 90% of games. UE4 isn’t for fighting games. So if you were making a fighting game in UE4 you would have to do what NRS did and go out of your way to fix it.
Fighting games are in a small group of genres where that level of response is meaningful. It would be foolish for a dev to waste man hours doing things to lower that most of the time.
Easier for the developers maybe.
But for the players makes it a worse experience.
Also, making your own library takes a day at most (it is what it took me to do a custom one on UE4), so it wouldnt be foolish at all, specially if you are going to improve the gaming experience.
And i would argue that is less than 90% of games that could get away with having 8f of input delay.
Any game that has some sort of reaction requeriments due combar or similar stuff will by default need less input delay.
Of the ones that could get away with 8f, from the top of my head are things like rpgs, rts and those walking simulators.
Otherwise you have to design the game around the fact that you are making your game more unresponsive.
Which is not helped by the fact that many dev are also leaving their games at 30fps due either laziness, incompetence or both.
Also, NRS is still using a UE3, mostly because they have moded it heavily for their gore engine.
The only one using a custom UE4 right now for FGS is ASW, and most of their tools were imported from their custom UE3.
I am almost 100% sure that mvci killed the mvc franchise.
Which is sad for the fans, but capcom dropped the ball really hard with that game.
As it is now, Capcom doesnt really want to put much invesment on their fgs (it has been known for years)
And contrary to what the fgc will make you think, the mvc series has never been really big with the more casual crowd.
Not even the more well received mvc3 sold well, and with mvci selling under 300k copies to the public, i dont see capcom trying one more time with the series, at least not in the forseable future.
Add that Marvel license surely has goten more expensive now that the MCU is a thing, not to mention that it has become more dificult to work with now that disney owns it.