Standard vs. Widescreen Differences

We’re going to have to test it out. Right now. With Megaman, it doesnt seem to affect him, but Ill be sure in a few.

this doesnt seem to affect polymar with his off the wall attack, i was able to dash up and launch him

The off the walls that require your opponent coming back to you, not you running to them.

whoops sorry :bgrin:

Again, it was just a theory that combos that work in the same kind of manner would have the same issue. On the other side though, it’s good to see your example where if you have to dash in to keep it going, it still does work fine.

So can we get confirmation as to what the arcades use?

There seems to be two options here, assuming that arcades really are widescreen:

  1. Arcade perfect, so 16:9 in tournaments
  2. Most people will be playing and practicing this game in 4:3, so tournaments should be run with 4:3.

Given that the majority of Americans that will be playing TvC will be playing on a Wii, we can also assume that the majority will be playing in 4:3 as widescreen televisions are not very common. I would lean towards using 4:3 for American tournaments, but if America gets competitive on the international level, then 16:9 is what we should be using.

Of course, that is just assuming the arcades are really using 16:9 (which is what it looks like).

Arcades can switch between the two. So internationally, and tourney wise, it shouldnt be a problem.

When it comes to something like the aspect ratio of the game I don’t think that a “standard” should try to be enforced, and then everything not on that “standard” be invalidated. Rather, I think the scene would be healthier if people just adjust to the difference. Even if better would mean learning how to play on both aspect ratios, the better player still wins. I mean…you can still combo.

Do whatever the Japanese do, if they are playing this game. Otherwise Shoryuken will decide the standard.

I tried finding other wallbounce combos that were affected by this, but so far I haven’t found any (though I only messed with a few other characters so far). It’s possible that this only affects Ryu’s step kick, though I’m going to keep looking to make sure.

Also:

This may turn out not to be as big as deal as I first thought it was (still need to test some more), but at the very least we should find out what differences exist, so people can prepare for them. For Ryu, admittedly it’s not THAT big a deal - you have to be fairly close to the wall for the wallbounce combo to work (not just backed in the corner only) but even if you can’t combo off the wallbounce, you can just cut off the step kick and go straight to the hurricane kick and lose only about 3000 damage. But it’s still important to know when you can and can’t do certain things, which is why I made this thread in the first place.

As for whether there needs to be a standard aspect ratio (or whether you even can enforce one), I put some more thought into it, and I’m still leaning toward a standard being a good idea, but I want to find more info first. Obviously people can learn to play in different situations, but it’s pretty retarded that you may have to adjust your play based on the availability of TVs. I get the feeling that if this turns into a big problem and a lot of differences are found that a standard will naturally be chosen to avoid the above situation becoming commonplace. On the other hand, if it turns out that the differences between the two ratios stay minor, then a standard shouldn’t be necessary as long as people know what they’ll be playing on beforehand. At the moment though I’m more interested in finding what other differences there are between the two (and hope others are as well).

The cheaper arcade build uses 3:4 though…

This effects a very very specific aspect of Soki’s gameplay. He requires a wallbounce to do more hits on a certain combo.

Go to 45 seconds and look at the combo. Notice how far he is and I’m forced to use Soki’s longest range move to continue, if it weren’t for that Soki would be screwed over and would have no follow up.

[media=youtube]35SHdwaM1iU&[/media]

If it was 4:3 I could continue with a :snkb: and get off a few more hits.

Not a big deal at all though.

As far as standards go. It should be 16:9. We should not settle for 4:3. It’s completely backwards in terms of what SHOULD be a standard in this day and age. Not to mention, the wall is closer so wall bounce combos work better. I don’t care either way but I’ll just leave you guys with this.

16:9 or 4:3 could be set on any tv regardless of whether it’s a widescreen or not. The Wii displays 16:9 on a 4:3 space pretty decently so it could work.

Who cares that its the day of today or the world of tomorrow. We shouldn’t have to affected gameplay for a better, larger looking stage. If getting a few extra hit in is what I lose, I’d probably WANT to play in 4:3 because every hit counts.

Thank you for that. I added it to the first post.

EDIT: In the video, did you mean to say that the video was made in 16:9 and you could combo :snkb: if you we’re in 4:3?

I’d say wait to see if/when SBO settles on a standard screen themselves. Though I wouldn’t be surprised if they use Vewlix cabinets for it, standardizing 16:9.

No, not at all. It’s weird but the wall seems CLOSER in 16:9. In 4:3 is when it’s too far and you have to dash up to continue or use a very long range move like I did in the video. Try it yourself with Ryu or try the Soki combo I showed you. It’s BANANAS! :looney:

Basically, BECAUSE it was in 4:3 he was too far. If it was 16:9 (My usual aspect ratio) I could just use :snkb:. The developers truly messed up this time around.

Yeah that’s the weirdest part about this. The larger window actually makes you bounce farther and combo easier. It’s like they overcompensated and made you bounce farther without actually making the view any wider (Which is why fireballs take the same amount of time and you get to the same positions on the background in the video).

Also yeah, as it stands, there’s no real standard for arcade or home consoles, both use both standards, so if you care, get used to both of them.

The funny thing is, would they know about the difference? If they didn’t it would just make their decision meaningless since they didn’t have the difference in mind when deciding on either 4:3 or 16:9. But then again most techies would go for 16:9 because of the better display. Like I said before, 4:3 seems backwards. We shouldn’t settle for it, the game looks better in 16:9 anyway. Only problem will be on the defensive side when you’re getting wall bounced all over the place but isn’t that what Megacrash is for? :rock:

Once again I don’t mind since with Soki it only matters for that one combo that isn’t even all that important. Most of Soki’s damage is definitely gonna come from the air anyway. I believe this might affect Karas’ chain throw thingy too since it bounces them off the opposing wall, I might experiment with it to confirm.

Ah, thanks. I was just confused because in your post you said that you can combo :snkb: in 4:3 but in the video you said you had to be in 16:9.

If you want to play in 4:3, just change your TV’s aspect ratio… The screen should be compressed to roughly the size you want, without the settings being changed for wall distances…