The Online Play Discussion Thread

JJBA has a good deal of 1-Frame links and GGPO works just fine for it.

mvc2 might be the most just frame heavy game of all time. Pretty much every top tier team needs to do 1 frame DHC’s to save your ass, 1 frame guard cancels, 1 frame assist calls, 1 frame dashes to utilize the no indicator tricks, 1 frame counters, the entire game is full of these 1 frame scenarios.

Since the internet connection in any part of the world will never be 100% perfect for online play, actually designing the games so they’re engine is more in tuned with the internet is a great way to deal with internet play. Take a game like pong from atari. Now if you put ggpo netcode on pong, its gonna be VERY hard for pong to fuck up.

but fighting games certainly are certainly more complex than pong. If you make a fighting game that has 1f everything as soon as the connection starts to hiccup or roll back, it becomes impossible to play as is the case with vmc2. If you made the game slightly easier, the internet can still fuck up and it won’t have as much affect on the play.

that is not true. Just because you use a ggpo style netcode doesn’t mean you will land your combos all the time. Here a few factors, even within ggpo there are times where input delay seems to be a problem but the actual net code isn’t based on it. I’m sure there is packet dropping aka dropped inputs. Also rollback style netcodes uses frame skipping to allow for 0 input delay. So what this means is that you can’t use ANY visual cues for combos @ times. Take ryu from ssf4, to do c.mp, link c.mp, you can actually watch ryu’s hands after the first c.mp and when it recovers, hit it again. Now with frame skipping, there will be instances where ryu is pulling his hand back, then 1 frame later, he’s already @ his link window. Due to the frame skipping, its skipped over the hit confirm part. GGPO isn’t perfect but @ least ggpo lets you use offline timing for multiple parts of the game where as input delay is just awful for every player.

mvc2 has tighter input windows than ssf4 in pretty much every facet of the game. Mvc2 doesn’t run perfect online but offline timing is certainly much closer for mvc2 than ssf4 due to roll back style netcode.

ssf4 uses input delay so let met give you some examples of why that is bad. IMO, input delay in the usa is 5-10 frames maybe higher. 1-5 frames on a green bar, 5-10+ on everything else. Since this is america, our nation average is not a green bar connection so lets say there is 10frames of input lag to be fair.

If someone jumps @ ryu and he is in shoryuken range, lets say the perfect height for DP is 10 frames off the ground. Well, since ssf4 uses input delay, you can’t srk on frame 10 and expect it to hit online in the USA. You have to compensate for the lag which is 10 frames. So for an online srk to hit on frame 10, you actually have to input it on frame 20. Doing this same timing offline will NEVER win, you have to play according to input delay which basically fucks up ANY offline timing you could have.

It affects EVERY aspect of ssf4. Fast footsie pokes become impossible to punish online even if you react in the right spot cause of input lag. Even tech throwing becomes quite hard on certain connections. So you can’t AA properly, you can’t footsie in all its shapes properly and you can’t even tech throws properly, so how the fuck are you supposed to play properly?

I played very little ssf4 online when I had it, I spent a lot of time playing offline. Since most of my game was based on offline timing, I’m the poster boy to test the netcode and I could NOT play online. The simplest SF mechanics were impossible to execute on a non green bar connection.

Yeah I have to do Iggy’s demons in 6 frames so I can nullify push block if some one is abusing it.

See, I didn’t know a lot of that partially from having never played MvC2 at anything past a quick dabble.

I wonder what capcom would say about the net play in SFIV?

They would probably say that it is the best they can do and that we would have to deal with it, but im not willing to sit down.

Especially now that some pot-smoking bum robbed me at gunpoint and I only got like $100 dollars that I can use, I am going to stay home and play online. No tournaments for me until my money right. I want to do everything that I can do in training mode, online. I want the best possible netcode so I can enjoy playing other people.

Wait…what?

Great netcode endless battle, ranked, teams, online practice, Golden shower games

The ability to shift lines in private lobbies. =/

in that eastern asian region, the internet connections are really fast apparently. I see sako\daigo hit some insane combos as well as other players. So as far as japan goes, they play with probably with 1-5 frames of input lag. While it may not be perfect, it certainly is playable.

However once you journey outside of japan, the net code falls apart. I’ve heard south american, north america and europe all complain about the net code. If capcom uses a better netcode suited to fighting games, it would be 100x better in japan which is really hard to imagine. GGPO over there must run INCREDIBLY smooth if ssf4 plays like that.

O_o

Damn. It sounds like shit just got real enough in your life that video games should be the last thing on your mind. Unless you’re anticipating Mr. Pothead Mugger to pay you a return visit when MvC3 drops and are planning accordingly.