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Messages - StickyStaines

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General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 30, 2011, 11:00:04 PM »
Which kinda goes down the drain when you consider Arcana Heart 3.

Arcana Heart 3 works like Arc System games. Less frames less loading easier to put a decent netcode on.

Less frames? The game plays locally, you only send your inputs to the opponent, which is like a few kB/s of data, if that.

The fact of the matter is that other games have managed to implement decent netcode to the average player. What does it matter testing against two optimal connections, when that will hardly EVER happen for the average person? You cant say its good netcode when only a few people can play against each other perfectly under proper conditions. You might as well just meet up at that point.

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General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 29, 2011, 02:10:20 PM »
Little to no lag, just online input delay

But input delay is what lag is. I dunno about anyone else but if i can feel the input delay then it is completely unplayable.

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General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 27, 2011, 02:41:59 PM »
I think the best testing is done this way:

- Get a pair of players who own several recent FGs, including well regarded netcode BB, and big popular game SF4AE.
- Try playing each FG together and compare the experience with KOF13.

This makes it easier to spot issues with your setup.  If all FGs work poorly for you, then KOF cant be expected to do any better.  Similarly, if SF4 and BB work better against the same opponent under the same conditions, then its a powerful argument for Atlus/SNK that KOF13 is not performing up to industry standards.

I play my friend in every fighting game that has come out. Ranging from SF4, 4 bar BB matches, SNK games to Tekken. When i play him i can definitely feel  something weird going on. My normals seems to come out ok but movement feels REALLY weird. Jumping will first start off really heavy when i first start playing it.

4
Is there a consistant way of doing srk specials drive canceled into qcf specials? Take for example Kula's DP+C xx QCF+AC.

I can kind of do it but doing f, d, df, f, C~AC, but sometimes i'll get EX DP and sometime sit wont come out at all.

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General Discussion / Re: KOF XIII HONKGONG version
« on: November 23, 2011, 08:25:03 PM »
Not gonna lie, when i first read the title i thought i was gonna be seeing that chinese KOF thing again lol. Pretty cool.

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General Discussion / Re: Netcode Lag/Delay Test Reports
« on: November 23, 2011, 08:23:36 PM »
Won't happen? Nah, the game's marvelous and I have people to play it face to face.

Sadly, 'you' are not 'the majority'. The core is great sure and that's awesome if you actually have the option of playing locally. However, not everyone has that option; especially on a consistent basis. So people turn to online to get their fix and if that isn't up to scratch, then it won't be long before people just shelve the game.

I shelved MK9 and MVC3 because of bad online personally and my decision on whether to buy KOF13 is dependant on the netcode.

7
It seems the guys from SkullGirls will be the first ones to implement Online Training Mode, I kinda wished SNKP was the one to do so. All because they are hearing the people suggestions or reading their Facebook.

Funny thing was is that i suggested that on the Skullgirls facebook page ages ago as a potential feature. Got a link to where you heard it was in? getting kinda off topic so you can PM it to me if you wish.

8
Hwa Jai / Re: Hwa Jai
« on: July 31, 2011, 05:00:37 PM »
Slide into qcbB doesn't combo. Not from where i'm testing. Couldn't get it to combo from any of his normals actually. Did his qcbB get a speed buff or something?

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Hwa Jai / Re: Hwa Jai
« on: July 29, 2011, 07:01:05 AM »
(corner) j.C, s.C, df.B xx (delay) 623B (DC) j.214C, dash 214C(4hits), 623C

50% Drive, 0 Meter and does almost 500 damage. Love that combo.

I always see lots of flashy corner combos with Hwa but you can just do:

j.C, s.C, df.B (HDC) s.C, df.B xx [623C (HD) j.623B]x5, 236236BD

That does like 950+

If you are midscreen then you just do j.214B after the first 623C to take them to the corner and continue the combo.

Easy and reliable.

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Meet & Greet / Re: K' too OP
« on: July 27, 2011, 03:43:18 AM »
Welcome to DC.

Takuma's not the easiest to pick up as you'll need to rely on different tools for his defense.  That being said, I suppose Takuma, King, Kula would be a good team.

In that order? Seems like Kula can go anywhere, Takuma can get big damage with some drive meter and according to nilcam King relies on meter to do damage. So maybe Kula/Takuma/King?

Thanks for the greetings and advice guys.

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Meet & Greet / K' too OP
« on: July 25, 2011, 06:06:24 PM »
Hi all. As with many other people, KoFXIII will be my first foray into the KOF scene really, although i have played Garou and messed around with some other SNK fighters, i've never truly got into KOF.

I've been playing around with the game and i know i want Kula as a staple in my team, but there are many characters who i also want but cant really decide.

K'/Takuma/Hwa/King

Any good team comps out of those?

Wishlist for console: Angel. Tried out some 2002 and just love her. Vanessa would be good also.
Prediction: Blue Mary and Yamazaki. Wouldn't be surprised that the whole team got in especialy as they are fan favourites.

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K' / Re: K'
« on: July 14, 2011, 05:40:10 PM »
I do the motion by doing  ;fd ;df ;dn ;fd ;a  ;dn ;df ;fd ;c

Doing a half circle takes too much time for me and is rather inconsistant, but this way i can do it almost everytime. Maybe different because i use a pad though.


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