0k, so I been testing the Netplay live on stream "Brawler Up Tv" since day one and a quite a few times since after. I have played over 70 plus online matches with people very close & some rather distant. My connection is a wired connection, my download speed is 26.48mps, my ping is around 5ms, and my upload speed is 5ms. So I would say I have a fairly descent connection overall. Here is my verdict on what I personally think of the netcode as is.
When playing individuals in my state literally a few neighborhoods over. We definitely had 4 bars versing each other. Though it was 4 bars, and we couldn't see any visual or feel any major lag in the movement there was indeed noticeable input lag & timing issues. For example, I was playing Terry and just doing his standing HP into Hp into qcb LP a simple standard 4 hit combo and gateway to big damage stuff was much more difficult to perform. I often times found myself trying to mash it out and then just changing the timing of how it was performed offline all together. This was pretty frustrating as getting hit confirms overall online was blatantly more difficult & then when you finally get one you aren't able to simple combo consistently or you get punished for burning knuckle not linking and coming out late & being punished because it isn't safe on block. Also reaction times were a little more inconsistent too. Being able to block or correctly punish things you know are coming on reaction often times still resulted in damage taken which made both of us not want to bait things as much for fear of still being hit even in knowing.
Now I realize online can never replace the experience of local versus nor do I expect it to, but these issues were pretty blatant and consistent among my overall experience so far. Note, there were times when deeper combos would magically work online all of a sudden, but it definitely wasn't a consistent thing at all. There were times when we literally stopped a match and said "let me try this on you" and things just weren't happening properly or consistently. This would also be the tale of the tape for playing individuals more distant, things would tend to be 50/50 in connections and playability overall. Realizing that obviously the farther apart you are & the difference in connections and such, the more room there is for lag and other nonsense to be displayed. Even more distant 4bar connections would definitely suffer from slowdown, input lag, and such. This ultimately made for a not so pleasurable experience when trying to dig for a deeper much richer level of play. most of my matches I played turned into fireball fights and whiff punishing or punishing in general with ex moves, supers, and random supers being a very strong option. Strong combos and hd mode not even really being messed with at all, as it was just better to keep the bars for the occasional clean hit confirms into maybe, maybe not drive cancels and supers.
The reason this is such a big deal is because KOF13 boast clean tight timing and rich deep combos on top of spacing, positioning and honest punishing to really get things done properly. And none of it seems to be consistently achievable with the netcode the way it is. I would say the netcode is playable becuase you don't feel like you are suffering in movement and novice and scrubs wont really notice because the will rely on silly things to win most of their matches. But for those players who would really like to level up and play and get better are surely going to hit a wall sooner or later dealing with online.
My score for the Netcode is 6.5. it's descent and working in a basic sense, but it clearly needs work and the work it needs I believe to be very doable.
All in all, KoF13 is amazing and is fun to play. It's very well put together and a game any fighting game fan should own and support. I'm really glad it got this kind of effort put into it from Atlus and SNK, I just hope for the sake of this title it gets some upgrade to it's online play. Since most gamers these days just go off of word of mouth/ hear say and nothing else.
-Good Luck!
Watch Brawlers Up Tv http://www.twitch.tv/bangembanks
When playing individuals in my state literally a few neighborhoods over. We definitely had 4 bars versing each other. Though it was 4 bars, and we couldn't see any visual or feel any major lag in the movement there was indeed noticeable input lag & timing issues. For example, I was playing Terry and just doing his standing HP into Hp into qcb LP a simple standard 4 hit combo and gateway to big damage stuff was much more difficult to perform. I often times found myself trying to mash it out and then just changing the timing of how it was performed offline all together. This was pretty frustrating as getting hit confirms overall online was blatantly more difficult & then when you finally get one you aren't able to simple combo consistently or you get punished for burning knuckle not linking and coming out late & being punished because it isn't safe on block. Also reaction times were a little more inconsistent too. Being able to block or correctly punish things you know are coming on reaction often times still resulted in damage taken which made both of us not want to bait things as much for fear of still being hit even in knowing.
Now I realize online can never replace the experience of local versus nor do I expect it to, but these issues were pretty blatant and consistent among my overall experience so far. Note, there were times when deeper combos would magically work online all of a sudden, but it definitely wasn't a consistent thing at all. There were times when we literally stopped a match and said "let me try this on you" and things just weren't happening properly or consistently. This would also be the tale of the tape for playing individuals more distant, things would tend to be 50/50 in connections and playability overall. Realizing that obviously the farther apart you are & the difference in connections and such, the more room there is for lag and other nonsense to be displayed. Even more distant 4bar connections would definitely suffer from slowdown, input lag, and such. This ultimately made for a not so pleasurable experience when trying to dig for a deeper much richer level of play. most of my matches I played turned into fireball fights and whiff punishing or punishing in general with ex moves, supers, and random supers being a very strong option. Strong combos and hd mode not even really being messed with at all, as it was just better to keep the bars for the occasional clean hit confirms into maybe, maybe not drive cancels and supers.
The reason this is such a big deal is because KOF13 boast clean tight timing and rich deep combos on top of spacing, positioning and honest punishing to really get things done properly. And none of it seems to be consistently achievable with the netcode the way it is. I would say the netcode is playable becuase you don't feel like you are suffering in movement and novice and scrubs wont really notice because the will rely on silly things to win most of their matches. But for those players who would really like to level up and play and get better are surely going to hit a wall sooner or later dealing with online.
My score for the Netcode is 6.5. it's descent and working in a basic sense, but it clearly needs work and the work it needs I believe to be very doable.
All in all, KoF13 is amazing and is fun to play. It's very well put together and a game any fighting game fan should own and support. I'm really glad it got this kind of effort put into it from Atlus and SNK, I just hope for the sake of this title it gets some upgrade to it's online play. Since most gamers these days just go off of word of mouth/ hear say and nothing else.
-Good Luck!
Watch Brawlers Up Tv http://www.twitch.tv/bangembanks