Additionally after the jump is two compilation videos of Street Fighter X Tekken v2013 ranked matches from SSF4evo. These feature Uryo, BT|Viscant, WW|Infiltration, TS|Sabin and more.
Sent in by USAtlas, daezo and an anonymous reader.
Renic brings up a lot of good points, but I'd like to see an improvement to the net code of SFxT. I've noticed that my friend and I who are only a state appart lag like crazy even when we both have solid internet, but on SSFIV we are a bit more tolerant of the lag. In SFxT it just drops inputs, teleports us around, rolls back things that have happend or show two COMPLETELY DIFFERENT outcomes on our screens and decides who won that exchange or situation. (I.E. Marduk grapple happening on his screen but on mine I jump out even if he sees the animation for a split second.)
My matches in state are flawless. I really wish Capcom would let us do what SCV does and let us show were at in the world/states so we have a better idea of where we're at.
I agree with Xykes, never really had an issue with SFxT's online unless it was a yellow bar or worse, which is fine, but thats just how SF4 was. IMO SFxT has the best net-code, its stlightly better than SF4 when its at its best, and its usually much better overall, playing sf4 and marvel recently, I found out just how bad marvels online was, and just how inconsistent SF4's could be if you don't play people who live really close, I play Cali players frequently(I live in Ottawa, above new york, so super east coast+ i live in a different country) and I find its actually really good, playing PR balrog while he streams and its practically flawless would be impossible in sf4.
SF4 netcode is so much better. In my 10,000+ hours of playtime, it's never proven me a problem and combos have never been an issue with 3-4 bars. SFxT's netcode is so jammy at times with the rollback that shtuff happens that just should never happen.
I live in Iceland and I play a lot with my friend Taelon who lives in the UK. According to Fight Tracker there is a 1151km distance between us and yet our connection is good and consistent. US internet must really suck if you can't get a good connection even if it's just between states!
On the topic of SFxT net code. There seems to be no middle for it. It's either a very good and playable environment where there is little to no lag OR a hellish place where you can't move without the game becoming a friggin slideshow, any attack attempted is skipped or rolled back and if you win by launcher (pre 2013) you will sit there for like 30 seconds before you can move on to the next round.
I dont know about xbox/ps3 but on PC the netcode is horrible. and like Jedda said, sometimes the desyncs are ridiculous. once I was teaming up with a friend, at one point he tagged me in, but on my screen he was still in the game, while on his screen he saw me. and we could both see each others inputs. still wonder to this day which one of us our opponent was seeing XD
Agree with Renic that 1 - anti-airs are a little too good in this game, particularly when they can be easily converted into a massive combo (e.g. Lili), and 2 - too many specials are safe...why do some character get rewarded with continued pressure, an insane frame trap, a high-low mixup, or making the opponent burn a meter just for whiffing a special or missing a link...
TRAINING STAGE.
It cuts down on the lag greatly. Wish more people would choose it.
SFxT >>>>> SF4 when netcodes are concerned. The only problem I have with SFxT is about after every 4-6 matches, midmatch I get a message something similar to "sorry a communication error has occured", so basically lose all the points I previously got and sometimes more. It's so annoying doing well then getting it reducted for nothing (I know its technically a disconnect and developers should punish those guys). I'm not one of these guys who thinks BP/PP is worth everything, it's just annoying, y'know.
But anyone know a resolution, I've got a good package and wired to my console. Never happens on SF4, marvel etc just SFxt.
Also about Renic point, I agree with more moves have to be unsafe on block. The way i see it, most moves which can lead to extra damage/longer combos or moves which have godlike properties when hit should be punishable on block.
Not sure what's up, but this game's WAY better than UMVC3 or SFIV net-code wise. In SFIV, there was always a bit of input delay by a lil bit of a second on most occasions. In UMVC3, same thing, but less extreme (had to be 3/5 or less to notice major changes). In SF X TKN, the rollbacks hurt, but that's literally when I have like...freaking orange to red bars. Yellow and up is perfectly fine, and sometimes, dudes that are shown to be orange bars aren't even that bad (like it was a lag spike or something). SF X TKN's net code may not be better than their rereleases like 3rd Strike Online or MvC: Origins, but it's better than the Capcom titles before it.
As for "Growing The Beast", eh, he's got a point. I'd have loved for certain anti-airs to be less dominant by having straight on invincibility to air attacks. What's the point in timing your anti-air if it's gonna be invincible as soon as you toss it out? I mean, I can live with it, but I'd rather of kept most anti-airs the way they were before. With the new anti-air buffs for the Tekken cast, they've become very dominant.
Its called developing a ground game people. Seriously, is jumping the only way you idiots can start an offense?
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