Vanity Assassin
Active Member
I am not impressed with it which sucks for me because I love Tekken. I just want a new Tekken for the 360 now. I am also not impressed with soul cal 5. make mes so sad. I hate not having good fighters to play
Scramble Mode
I am not impressed with it which sucks for me because I love Tekken. I just want a new Tekken for the 360 now. I am also not impressed with soul cal 5. make mes so sad. I hate not having good fighters to play
Online is the best netcode on any commercial disc released fighter for one simple reason, GGPO style rollbacks. And this isn't just me talking, both top players and old SRK regulars agree. The rest of the world is just too used to netcode that slows the game down and increases input delay when there's lag to know what's good for them.
Now for those who aren't familiar with the concept, here's how rollback netcode works. Unlike other FG netcodes, rollback netcode does not have variable input delay. The input delay is fixed for the entire duration of the round. This means that the timing for your combos does not change, once you get past whatever level of input delay has been set (SFxT has about 2 frames or 1/30th of a second delay online, comparable to adjusting from X360 to PS3 for SFIV). The reason it can do this is that, unlike other FG netcodes, rollback netcode does not slow the game down when there is latency. It simply lets the game continue on both clients, after which it rolls the game back (hence the "rollback") to the last state where both games where synced.
As for the sounds issues, these are because of the rollbacks. Based from what I know about rollback netcode, there's a bit of code in SFxT that's designed to keep sounds from playing twice due to rollbacks (something that was an issue in 3rd Strike Online Edition which used GGPO). The glitch is likely due to the code not being thorough enough is is something that most forms of rollback netcode have encountered sometime in their lives. And in any case, as most of us have stated in SRK. Anyone who's played in an arcade where the sound from all the games drowns each other out can get past the sound issue.
Go play in an arcade or in a tournament where you can barely hear the machine in front off you over the din of every other cab/setup around you.Those of us that have been raised to use sound cues to play have a very big issue. The netcode is solid, but the online experience is a total disaster. From load times to no replay option. It shouldn't have shipped in this condition.
Go play in an arcade or in a tournament where you can barely hear the machine in front off you over the din of every other cab/setup around you.
The point is, from a pure gameplay perspective, this is the best damn netcode for any disc released fighting games ever. The only games that have better netcode are download releases that use GGPO (and anything on GGPO itself). Consensus among the 2D crowd is that if the scrubs complaining gets Capcom to stop using rollback netcode due to the sound bugs (which honestly, every form of rollback netcode has experienced at one point or another), then tose complainers have held back the entire genre.
As for the game itself. Compared to their previous efforts, at least in the current first month form, SFxT is more fundamentally solid than both SFIV and MvC3. None of the extra features and gimmicks dominate the emtagame the way Ultras and X-Factor ruined the previous two. Damage and wins are earned the old way, via skill. The game also addresses alot of issues with SFIV. Reversals and DPs are no longer brain dead answers to everything the way they were in IV. Save for a few characters, mashing DPs only gets you blown up. Blockstun is no longer as stupidly short as it was in SFIV. It's now possible to blockstring and actually lock people down with the right frame traps. Meanwhile, braindead unblockable OS setups from IV are no longer possible thanks to forward tech rolls. No more dumbed down vortex setups. Finally, damage output is no longer at that stupid "let's not let anything do more than 40%" state that IV had. Back in the day, big combos that did 50-60% or more with meter were considered fine (want to take out half your opponents lifebar in 3rd Strike, just hitconfirm a low forward into super).
Sure the game has issues with infinites, but these aren't anything we haven't had to deal with before. Most of the most beloved 2D fighters are chock full of infinites, Alpha 3, MvC2, X-Men vs. Street Fighter, etc.
There will always be lag, whether or not you use rollback netcode. The difference is that rollback netcode, like what SFxT uses does not have variable input lag. The problem with most fighting game netcodes is that they introduce variable input lag, meaning that the deal with changes to the connection quality, the system changes the amount of input delay. This may not be that big a deal in certain games with large input buffers, but for 2D fighters with strict timing, this absolutely ruins the experience for top players. With rollback netcode, the system sets a fixed amount of input lag doesn't change. Yes, there is still input lag to adapt to, but the important bit is that it doesn't change, meaning that your combo timing remains the same.
Actually, opinion among alot of old school SF/2D players is that is it.I agree they way it's handled with rollback is superior, but SFxTK netcode is just not better for it as a whole in this current state.
I approve this message.Actually, opinion among alot of old school SF/2D players is that is it.