So awesome.
There’s still ST comp on GGPO.
Racing to a million points is very fun.
So awesome.
There’s still ST comp on GGPO.
Racing to a million points is very fun.
Why Turbo 1?
Why do I see many Japanese players playing on Turbo 1 (on GGPO and tournament footage as well)? Is it easier? Better for practice? Personal preference? All of the above?
That actually does sound pretty fun. About how many average games does that contest take?
It’s 5am and I’m about to sleep, and I don’t want to bore you with technical details…
Anyways, we tested the arcade U.S. version of ST, arcade Japanese version (SSFIIX), and Dreamcast version with a stopwatch one night on various levels to determine what was the true speed setting differences (because people have argued about what was equivelent to what for years without any proof-which is true of almost EVERYTHING in ST, everyone just “feels” stuff, NKI posts scientific proof that what people “feel” is false, old-guard denies it and says frame data is not the same as playing, etc etc etc…)
Anyways. There is no such thing as a proper speed to play ST. They are all different from each other. In fact, EVERY SINGLE Stage operates at a different speed, and the levels are not even consistent with each OTHER (as in, the same stages take different times for the timer to run down each round!!).
All of the speed settings between Japan and USA arcade boards do not EXACTLY match up. Most Americans play on Turbo 2 I believe, this is what I prefer also, but I can adjust to any speed.
This is part of the reason ST is ridiculously hard to port, all of the code is freakin’ voodoo based. Dreamcast version with proper dipswitches is identical to Japanese arcade version except for the gap between “round one, fight!” and when you can execute moves being a fraction of a second different. Takes one minute for me to adjust and I am hella picky, so NO ONE should have a problem with DC version, it is a lame excuse.
CCC2 is obviously unplayable trash, NKI proved it.
ST for life. :karate:
In Japan, fixed Turbo 3 is the default (basically equivalent to US Turbo 2). However, some tourneys treat speed as just another condition of the game (if you turn speed select on, it is right there on the player select screen after all). They play RPS and one player gets to choose the speed while the other gets to choose the side. Naturally, Dhalsim players will opt to go for as slow as they can so Turbo 1 is what they’ll select.
GGPO T1 is US T1, which is equivalent to JP T2. They play on a slower speed to account for lowered online reaction times. That’s pretty much the same reason as why most folks on GGPO play T2. US tourney standard is and has always been T3 but because online reaction times can be difficult at that speed, people go a speed lower.
As far as online practice, I think ft5 (first to 5) matches are among the best ways to ensure you play against an assortment of styles in a short period of time, learn to adapt quickly, and stay focused. The score really emphasizes who can land their multi-hit supers better (Ryu, Chun Li, and boxer being some of the easiest).
Exactly. Because of the large distance between the U.S. and Japan or China, whenever you play across the ocean on GGPO, it’s usually better to reduce the speed of ST. The latency, at default or higher speeds, is noticeable enough between the U.S. and Japan that the more difficult offline tactics, and even some of the more basic tactics, are not even usable online (or at least not able to be performed consistently).
I hardly ever play someone in Japan or China on anything but the slowest speed over GGPO for ST. Playing the default speed of HDR to someone in Japan is blindingly fast. Unfortunately every Japanese player I play in HDR keeps the game on the default speed setting for some reason.
This issue of speed differences was debated in the HDR forums recently. People were accusing the X-Box 360 version of HDR of running faster than the PS3 version. The reason was that people would play HDR Turbo 3 (default speed) online over XBL. Because they were playing online, the added delay of their inputs made the game seem to move much faster, because they had less time to react (compared to offline matches) due to latency.
Then, once they transitioned to offline matches on Playstation 3 consoles, they leaped to the conclusion that the 360 ran faster than the PS3 (or that online speeds were faster than offline speeds) because they had more time to react and input commands. The myth of the 360 version of HDR running faster than the PS3 version persisted for over a year because 360 players didn’t understand what was happening.
In reality, the time to react offline compared to online, at the same game speed, is noticeably longer. So playing offline seems slower than online because you have more time to react. So the way to compensate for that when you play online is to lower the game speed. Lower game speed means more time to react, so what reaction time you lose by adding latency by playing online, is reduced (or even eliminated) by playing the game at a slower speed.
Turbo X (with X being any speed greater than 1) you play offline, Turbo X-1 (minus one) when you play online.
So here is an old [media=youtube]MtZZTQIyYq4"]Valle vs AfroLegends match on GGPO where they play at U.S. Turbo 2. And for Valle vs Jodim and [URL=“http://www.youtube.com/watch?v=MfXimu68g_s&feature=related”[/media] (both U.S. to Japan connections) they played at U.S. Turbo 1.
The general rule of thumb is pretty much all online fighting games (console and ggpo) run faster than they do offline, and all console fighting games run faster than their arcade counter parts.
GGPO’s excuse is the emulation, and i’m guessing the reason for the speed increase on console is because developers are compensating for lag.
Well, that’s the thing we’ve pretty much disproved. Online and offline speeds are actually the same but the lowered reaction time online makes it feels as if the game speed is faster online. It was hard for me to swallow too since I felt sure the game itself was faster online but numbers don’t lie.
However, console speeds are indeed always different from arcade.
Sorry to interrupt, but is anyone here an O. Ken expert?
I started an Old Ken thread to gain material for the wiki, and I need someone to contribute so we can have sufficient info.
Imma chun/ryu so… yeah, i dunno bout o. ken.
Just curious what are some bigger ST tourneys in Japan this year (and when more importantly)?
Hey quick question. I’ve scoured every resource I could find to no avail.
Is there any trick to doing Honda’s jab > fierce.HHS, especially just the whiffed version?
No matter how fast I try to mash/double tap fierce I can never get it out in time. However I see plenty of JP vids with Honda players who do it all the time to build meter and move forward. The jab and forward versions come out regularly but no dice onthe fierce version. How big is the frame window for the inputs? (5, right?)
Also, does the game speed change the size of the frame window?
I do something similar with blanka. The way that I do the s.jab > fierce electric is this…
thumb on jab.
pinky on fierce.
I one movement, I go jab, then fierce five times with all of my fingers starting from pinky.
^ oh whoooaah man I’ve gotta try this
are you getting this consistently? I got like 1/25 tries.
Mixah’s also a very, very good piano player and I’m sure has much more finger dexterity and control than most other people. Just practice it, or try to think of what works best with your hand.
I usually get it 9/10 times.
Thanks Grog.
Also, I should have noted before, you need to make a circle motion around the mp button. I use a modified Japanese layout. It’s not quite as curved as normally would be, but it’s not straight like an American layout.
http://fc09.deviantart.net/fs48/i/2009/234/a/c/Cammy_stick_by_thetempestsonata.jpg
The other way to do it is just use your middle and index fingers to really quickly tap jab six times. It will still combo. The only advantage to using HP is that you recover a lot faster so you can play mixup more.
IIRC mp elec has the fastest recovery.
I think you’re right.
But NKI’s site says this:
@3@4@4@4@4@4@4@4@4@4@4@4@4@6@4@1@11
@5@2@2@2@2@2@2@2@2@2@2@2@2@2@2@2@2@4@4@1@11
@7@1@1@1@1@1@1@1@1@1@1@1@1@1@1@1@1@1@1@1@1@1@1@1@1@4@4@2@4@1@11
And I don’t really want to make my way through all of that mishmash.
Strong elec having better recovery makes sense, I believe the only advantage with fierce is it hits quicker so there’s more potential for chip damage right?
http://nki.combovideos.com/flame.html
Looks like all of Blanka’s electricity has the same amount of recovery frames (11).
YES. Let’s talk about Blanka’s electricity. I’ve been trying to understand it for ages.