Predictions:
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[] Time constraints
[] A lot of people (like me) can’t register even for waiting line at cap… yet I won’t be surprised if half of the tournament players and waiting list players can’t even show up in time and be DQ’d… Why is there a cap limit on the waiting line???
[*] People complaining about the other player being laggy in rollback connection and doesn’t understand the existence of one-sided rollback.
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It’s going to go that way once people start complaining about connection problems, and I won’t be surprised that a majority of the players online won’t be aware about the whole situation where, at times, one person isn’t lagging while the other gets the good end.
We’re playing Mortal Kombat 2/Ultimate Mortal Kombat 3 all over again… instead of RNG determining who wins all trades… it’s RNG determining who’s time-frame counts at all times (and the other gets a weird placebo effect of feeling like offline, only that it really has delay).
Do they really hate GGPO? They used it at least once for HD Remix… IT’S RIGHT THERE!!!
I would go as far as to say that U/D speed aka bandwidth almost doesn’t affect gameplay save if you’re downloading stuff at max speed and streaming while playing. A fighting game doesn’t realistically use more than 100kb/s of bandwidth and most people nowadays have far more upload speed than that. What really matters is latency, i.e. how far it takes to reach other people, and this is often country or ISP dependent. That’s why Portugal to EU connections will always be laggy even if they have among the highest bandwidth speeds in the continent.
As further proof, I have better connection with LW than with people with 100Mb/s of upload speed, even if we both have about 100 times less upload bandwidth.
HD Remix didn’t use GGPO. It was just it’s own created rollback code. 3S OE was the first marketed Capcom fighter that legitimately used GGPO.
Most newer retail games that have rollback netcode don’t use GGPO. They just need a better implementation. It took other games a long while to get their netcode more stable, so just have to wait on this I think too.
If your character has an airthrow you can just jump and throw them when you see them making a crossup attempt. Some players are just so bad and obvious with their crossup attemps.
It’s like, "Really nigga? You just did a whole front flip on top of my head you’re clearly going for the crossup. "
If not, just dash under it. That’s what I do when a player is just too obvious about their crossups. The ambiguous ones though? Yeah just gotta be on your P’s and Q’s about that shit. Who do you play by the way?