On a related note. LOL at EScrubs people thinking Tekken Tag 2 had good netcode when they add delay to offline just so that people don't notice it online.KarbyP: When it comes to online play, according to numerous fighting game fans, the netcode in Katsuhiro Harada's Tekken series is best-in-class, beating out the online play experience in Street Fighter.
So we're wondering if Ono is confident that Street Fighter 5's netcode will be able to knock Tekken's netcode out of the park, this time around.
Ono: We're losing to the Tekken series in terms of the netcode?
KarbyP: (Bluntly) Why, yes!
Ono: I don't really feel that's the case though, that we're losing to Tekken on that *laughs*.
KarbyP: (Realizes what he said was rather blunt) ...Well, what I mean is, it's been several years since Super Street Fighter 4 was released [and Ultra Street Fighter 4's online modes were basically built on top of SSF4's netcode], so the netcode and online functionality for the SF4 series hasn't really evolved that much [to the level that the Tekken series has].
Ono: Ah, I see. Well, I think we did a pretty good job with the netcode in Street Fighter X Tekken, since it's got a rewind or rollback feature similar to GGPO. With regards to the netcode for Street Fighter 5, we're thinking of implementing a similar rollback feature here, and looking into how we can optimize it for a smoother experience.
KarbyP: But is Capcom also looking into a different netcode technology that's potentially superior or more advanced than the rollback technique used in Street Fighter X Tekken?
Ono: No, I think it's probably impossible for netcode technology more advanced than what was used in Street Fighter X Tekken (rollbacks) to be implemented in the current generation of gaming consoles. So rather than look for such a solution, we're taking the netcode technology used in SFxT, and looking into ways to tune it for better performance [for Street Fighter 5].
It's still one fireball, though, so it is easier to evade. Chun-Li's looks like it can be used for some sort of lockdown.
IMO designing the game so that it lowers the threshold for good netcode is a pretty solid design concept so long as gameplay remains consistent and good. I mean isnt the point of good design to make it so that delay is'nt noticed online?
Wow this is not very constructive criticism you know
Glad to see you had a change of heart so quickly
People need to consider that Daigo and Bruce have had little time to actually learn the game, unlike Mike and Peter at Capcom Cup.
Chun's also stops once she goes out of her "instinct mode". Ryu's fireball hit stacks do not. If he gets to stack 4 hits, he can easily clear that out. I believe it even carries over to the next round.
Not at all saying it's broken, I'm saying it'll make noobs rage, is all.Chun's also stops once she goes out of her "instinct mode". Ryu's fireball hit stacks do not. If he gets to stack 4 hits, he can easily clear that out. I believe it even carries over to the next round.
What will make, or break Chun's bullet hell, is how much meter she builds off it, which at the moment, seems to be a too much.
Honestly, the first thing I looked at (after the initial, "holy shit, I'm so abusing that if it makes it into the final game") was the meter build. Bruce built 2 stock and change by the time he KOed Daigo's Ryu. She either needs to not build meter when her stance is active, or they need to put in a hard fireball limit. And if they do the latter, it needs to be per character and not global - the latter could just lead to a Koryu/Rainbow Ed. situation where whoever fills the limit wins (because the other dude can't toss plasma).
@dev too
Good point. Although it is possible that they're using whatever it is that these characters will have in their elemental stance.