I uh, dont even know which is which or if both are delay based. I only know Skullgirls and the next guilty gear are rollback native. And that might be wrong too.
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited May 2021
Short answer is they just handle lag/de-syncs differently.
Delay will delay your inputs if you and your opponent fall out of sync. Which isn't a big deal if you have a consistent connection under 3 frames but grows more and more unplayable the higher you go.
Rollback doesn't delay your inputs but if it detects a desync it will "guess" the game state and then roll it back if it was wrong. Usually this happens too fast for you to notice(cause most rollback still has a delay buffer its just fixed) but when it does get bad you will notice a lot of jerkiness(ie SFV).
Short answer is they just handle lag/de-syncs differently.
Delay will delay your inputs if you and your opponent fall out of sync. Which isn't a big deal if you have a consistent connection under 3 frames but grows more and more unplayable the higher you go.
Rollback doesn't delay your inputs but if it detects a desync it will "guess" the game state and then roll it back if it was wrong. Usually this happens too fast for you to notice(cause most rollback still has a delay buffer its just fixed) but when it does get bad you will notice a lot of jerkiness(ie SFV).
Oh thanks, I actually did know rollback vs delay, just not which game used which. Still a useful overview!
In more direct news, oh my goodness friendly lounges where you can grind games feel so much better than ranked or casual, even when I'm getting beat just as bad.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Yeah I would say casual match can be more conducive to learning at times.
As people are more willing to play multiple sets as they don't have a rank to worry about.
the focus on matchmaking in online games over time - across like, all genres - has really pushed people towards the idea of just, one-and-done being your interactions with all competitors
the idea of just genuinely playing a bunch against some people like you're all at a lan on or on the couch has become alien unless they're your well-known friends
Everybody looks good in the demo video, so I'm not worried yet. But arcsys. Plz hire someone to translate move names, even poorly. My dumb English brain just hears them all as sounds and I can't follow at alllll what you are talking about. By all means be bad to my monolingual ass, but gimme SOMETHING.
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Kevin CristI make the devil hit his kneesand say the 'our father'Registered Userregular
That wiff looks VERY blockable (and I have no idea how chip works in this game) but those projectiles took HALF the health unblocked. That is a scrub killer.
i got in without issue about 5 minutes before the announced start time, and about 45 minutes later I got thrown out with seemingly almost everyone else
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Kevin CristI make the devil hit his kneesand say the 'our father'Registered Userregular
I got in, played a bit with I-no and found myself kinda over my head, her movement seems slow at first but I need to get used to her air offense. Switched back to Pot and had a much easier time. They nerfed his Hammerfall to be easier to be punished, but otherwise I didn't see any huge changes since the last beta.
pot's 5P whiffs on crouchers now, antiair 6P will never yield a combo, i believe pot buster is back to throwing the opponent fullscreen so you can't get any pressure after landing it midscreen. influencers complaining about potemkin getting what they want. how dare he have a kara grab that has basically the same range his pot buster has always had, he's too good. (but actually nerfing hammerfall to be more reliably punishable on block was extremely necessary because it was stupid, regardless of whether or not it was balanced)
nagoriyuki feels a lot worse. his non-teleport specials cost more blood gauge, he can never loop juggling after 623H (which would be generally bad with the new blood gauge cost, you'd bloodrage yourself instantly, but situationally would be worth it to make a combo hit the wall and then burn overdrive to stop from bloodraging), he lost the ability to OTG 6H in a bunch of situations (and you can't cause the wallstick with OTG 6H anymore, which makes managing the bloodgauge harder since you can't end wall combos with 6H 6H for a bunch of blood gauge reduction). seems like combo routes are going to generally rely on juggling with c.S f.SSS after launching with 623H 236K but causing the wallstick with f.SSS is really disappointing because you often are unable to then break the wall with 6H/5H/2H and have to do c.S instead, meaning you miss out on even more blood gauge reduction. blood gauge seems like it is going to be much harder to manage. couldn't tell in the previous beta if he was really good or not because i didn't have a sense of how much better his combo potential was compared to the rest of the cast, but now it seems like his combo potential isn't really that much better? idk, guess its too early to say anything meaningful
axl felt about the same. noticed you can 2K low profile antiair. 6P seems to antiair fine but doesn't give a good combo compared to his other options.
P10 on
Shameful pursuits and utterly stupid opinions
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
I'm not really getting Ky's shock state. I'm not the best at labbing so I could be missing something but it outside of some extra chip and damage it doesn't seem to do much.
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Dusdais ashamed of this postSLC, UTRegistered Userregular
It seems inevitable that they'll roll back some of those jump changes. It's nice to see some experimentation even this close to release though.
I enjoyed playing Chipp in this beta but I don't really know what to do with his rekkas or how I'm fishing for any significant damage aside from wall-run combos. The rekka only has one ender, and it's the slow overhead that can be interrupted; there's no reason to block low on the third hit, and you can see when he doesn't cancel into it from the sweep, so it's not like you can dash in and do a low afterward instead
You can mix up the second one high/low but what do you do when you want a block string that maintains pressure? No idea
ninja run fast
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BroloBroseidonLord of the BroceanRegistered Userregular
Posts
cod e
is fi
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what all the co m plaining is
bout
I uh, dont even know which is which or if both are delay based. I only know Skullgirls and the next guilty gear are rollback native. And that might be wrong too.
Dbfz is delay
Delay will delay your inputs if you and your opponent fall out of sync. Which isn't a big deal if you have a consistent connection under 3 frames but grows more and more unplayable the higher you go.
Rollback doesn't delay your inputs but if it detects a desync it will "guess" the game state and then roll it back if it was wrong. Usually this happens too fast for you to notice(cause most rollback still has a delay buffer its just fixed) but when it does get bad you will notice a lot of jerkiness(ie SFV).
Oh thanks, I actually did know rollback vs delay, just not which game used which. Still a useful overview!
In more direct news, oh my goodness friendly lounges where you can grind games feel so much better than ranked or casual, even when I'm getting beat just as bad.
As people are more willing to play multiple sets as they don't have a rank to worry about.
Folks will play you as much as you want if they think they're better but will one and done you if you seem like a threat.
I really wish fighting game ranked was mandatory best of 3 then optional after that.
Wish sfv had a more direct option to offer casuals after a ranked bo3 aside from manually inviting them
the idea of just genuinely playing a bunch against some people like you're all at a lan on or on the couch has become alien unless they're your well-known friends
is this game... any good at all? did anyone here buy/play it?
The stuff this game does with sound is fascinating.
Anji looks BUSTED AS SHIT.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
And then once they expect the random button, you hit them with the ultimate mix-up: no button.
I don't understand what these string of symbols mean. Is it like some kind of proto English?
Compromise, hold back.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
I tried for an hour and just got errors.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
pot's 5P whiffs on crouchers now, antiair 6P will never yield a combo, i believe pot buster is back to throwing the opponent fullscreen so you can't get any pressure after landing it midscreen. influencers complaining about potemkin getting what they want. how dare he have a kara grab that has basically the same range his pot buster has always had, he's too good. (but actually nerfing hammerfall to be more reliably punishable on block was extremely necessary because it was stupid, regardless of whether or not it was balanced)
nagoriyuki feels a lot worse. his non-teleport specials cost more blood gauge, he can never loop juggling after 623H (which would be generally bad with the new blood gauge cost, you'd bloodrage yourself instantly, but situationally would be worth it to make a combo hit the wall and then burn overdrive to stop from bloodraging), he lost the ability to OTG 6H in a bunch of situations (and you can't cause the wallstick with OTG 6H anymore, which makes managing the bloodgauge harder since you can't end wall combos with 6H 6H for a bunch of blood gauge reduction). seems like combo routes are going to generally rely on juggling with c.S f.SSS after launching with 623H 236K but causing the wallstick with f.SSS is really disappointing because you often are unable to then break the wall with 6H/5H/2H and have to do c.S instead, meaning you miss out on even more blood gauge reduction. blood gauge seems like it is going to be much harder to manage. couldn't tell in the previous beta if he was really good or not because i didn't have a sense of how much better his combo potential was compared to the rest of the cast, but now it seems like his combo potential isn't really that much better? idk, guess its too early to say anything meaningful
axl felt about the same. noticed you can 2K low profile antiair. 6P seems to antiair fine but doesn't give a good combo compared to his other options.
I am trash at this game, made it to Tower 6 so far. The lobby system sucks…less, but they put some of that suck into jumping. Game feels weird now.
Not really worried about it, though; if the devs are responsive enough to make changes like this so late I imagine they’ll keep adjusting things.
I enjoyed playing Chipp in this beta but I don't really know what to do with his rekkas or how I'm fishing for any significant damage aside from wall-run combos. The rekka only has one ender, and it's the slow overhead that can be interrupted; there's no reason to block low on the third hit, and you can see when he doesn't cancel into it from the sweep, so it's not like you can dash in and do a low afterward instead
You can mix up the second one high/low but what do you do when you want a block string that maintains pressure? No idea
ninja run fast
Tencent announced Project: Fighter (Tentative title) at its conference today.
It is essentially a One Piece fighting game for mobile developed by Tencent's More Fun Studio and authorised by Bandai Namco.
Only confirmed for China atm. https://t.co/JBYpY5y5Mx
Strive story trailer.
Aria is tottally going to be DLC.
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless