I played SF4 on Xbox 360. ED.Honda Rank B on Xbox 360.
The main gameplay related complains about SFV was the supposed lack of defensive options and tools for self expression. Seems they adressed it in SF6.Which is interesting, because there seem to be more defensive options here vs. SFV. No Stun bar is kind of like another defensive option. I'd question why there's no guard break but one of the Drive abilities seem to act as a sort of guard break in themselves (the one that can cause a wall splat).
I didn't see any air blocks or air parries, maybe some other people have though. Personally I'd take air blocks over air parries; the latter could disrupt neutral too much kind of like it did in 3S. If they do air parries they should do it more like 2I where you got one air parry and it would reset the jumping opponent doing the air parry back to the ground in neutral.
Otherwise I get worried you'll get too many jump-happy players using air parries to option select jump-ins and if they're perfect parries, not take any chip damage. At least air blocks can't really be option selected and you take chip. Unless there's more to the way parries work in this game where that wouldn't make air parries an issue.
We already saw they addressed a ton of highly requested suggestions or stuff people complained about in SFV or other games. So we know they took note of everything.And the thing about netcode are, bad netcode make characters with projectiles extremely annoying.
Yeah, I'm looking at you Garou: Mark of the Wolves.
A lot of pro players saying the game got too easy to master and the consequence was the less rewarding matches, but the problem with Unreal Engine 4 are people got tons of layers to make modification. IDK if this have anything to do with the netcode, but UE4 is an ass to mod.
No, MvCI was UE4 and same netcode, but was much better (of course the game flopped so no one cared). SFV's problem was Capcom made there own version of GGPO, they called "Kagemusha", after the positive feedback of GGPO in Third Strike Online Edition, Darkstalkers Resurrection, and Marvel Origins, but fucked something up in it's implementation resulting in 1 sided rollback. Tony Cannon, creator of GGPO, discussed it once in a GGPO panel.
You don't like Taliban/Hulk Ryu??I miss Street Fighter 2 and 3. Glad I can still play those rather that this...whatever the hell this is.
People didn't like SFIV's netcode, but when it released the only other mainstream fighter with semi tolerable netcode on consoles was BlazBlue, and maybe 360 version of VF5.A lot of pro players saying the game got too easy to master and the consequence was the less rewarding matches, but the problem with Unreal Engine 4 are people got tons of layers to make modification. IDK if this have anything to do with the netcode, but UE4 is an ass to mod.
I still playing SF4 on PS4 since I jumped from SF4 on Xbox 360, can't say much about SF4 netcode, but I never seeing anyone whining about that much.
I’m happy to see Capcom gave Chun an absurdly fat ass again. Her proportions are much more realistic compared to V even though her thighs are insanely big. Here’s to hoping my girl Cammy keeps her cheeks at the same size.
Alright, I'm sold.
People didn't like SFIV's netcode, but when it released the only other mainstream fighter with semi tolerable netcode on consoles was BlazBlue, and maybe 360 version of VF5.
Also Street Fighter X Tekken used rollback before SFV, and it was bad too.
The game engine (UE or RE Engine) is totally unrelated, has nothing to do with the netcode.
AgainI'm showing my experience with SF4, as you know Ranked battle..
I'm showing my experience with SF4, as you know Ranked battle.. instead you're just posting memes/gifs. I was expected nothing anw.
SF x Tekken was a catastrophe, no doubt. Base SF4 don't started well too (Base SF4 was a spam of Ken and Sagat in the online matches), but for me at least since got updated to Super Street Fighter 4 got better and better.
But I putting a huge hope in SF6 because of this:
Dude of course have to do... lol.
If your game have online interaction, netcode need to be a part of the engine inself, whatever the dev want to use or not in their game.
I think that's a response to unreal engine games on PS5 (why Epic is involved), the native PS5 versions of KOFXV and GG Strive for example have more input latency than there PS4 counterparts, so people play the PS4 versions through BC on PS5 since they play slightly better. This isn't a issue with the Series X version of KOFXV however, but since Evo is now a Sony owned event they can't use Series X version of KOFXV.
I'm a gamedev -mostly a programmer- since almost two decades ago. No, the netcode doesn't need to be a part of the game engine. Independently of your game engine you can use many different solutions for that online interaction offered by several companies that aren't the one of the game engine. You can also implement your own onine component, or make your own engine.Dude of course have to do... lol.
If your game have online interaction, netcode need to be a part of the engine inself, whatever the dev want to use or not in their game.
But I putting a huge hope in SF6 because of this:
Possible future Unreal Engine input lag improvements won't affect at all SF6 because unlike SFV it won't use Unreal Engine. SF6 will use Capcom's RE Engine instead.Yeah, you maybe right in this one, but still input latency make a huge impact on online matches.
They really need to get right the netcode in the launch day.
Ryu is as bulky as he always has been in previous gamesYou don't like Taliban/Hulk Ryu??
I'm a gamedev -mostly a programmer- since almost two decades ago. No, the netcode doesn't need to be a part of the game engine. Independently of your game engine you can use many different solutions for that online interaction offered by several companies that aren't the one of the game engine. You can also implement your own onine component, or make your own engine.
In this case, GGPO isn't attached to any engine. It's independent, can be used pretty much in any engine. And same goes with Unreal Engine, it isn'tt attached or GGPO or any other one. As an example, Capom or Netherreal implemented their own online component and did use them on Unreal Engine.
For SF6 Capcom will be able to use in RE Engine GGPO, Kagemusha or whatever they consider for their online interactions.
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I think he was an early boss in FF game, wonder if it's tease he will be a playable character.Just in case you didn't notice, there are closer shots of Damd and Andore (Final Fight) on the trailer other than when appearing during gameplay with other Mad Gear gang members:
Fun fact: Capcom had a trick implemented on SFV to let tournament players play on the training stage but streaming to the viewers of the stream view a different stage.
If you develop your own game engine and implement inside your own online component yes, it can be inside. But in most cases it's a separate component to make easier to switch your game engine but keep the online component or viceversa for the next game.Don't need to be, but can be, right? Some engines are coming with their own netcode, don't necessary mean the game company/devs gonna used at all.
Yes, you can use different solutions rather than stick with the basic netcode. I guess devs want to explore this to tackle the netcode state at the day one launch with usually are the most stressful to the game since launch day we got many many players trying to play the game in the same instance.
RE Engine was crated for RE VII and did use it too for RE Village, RE2R, RE3R and RE4R plus DMCV, MHR, Exoprimal, Pragmata, Ghosts 'n Goblins Resurrection, Capcom Arcade Stadium and now SF6.I was talking about the UE4 integration. Can't say much about RE because I not familiar with. I guess Capcom started to use RE engine in Devil May Cry?
And lets be honest, netcode still a huge problem to fight those days. Not even CoD got that right in MW reboot. I played the BETA and the day one and take months to got better.
Yes, Damnd is the first final boss of the first stage in Final Fight. Andore is one of the random enemies.I think he was an early boss in FF game, wonder if it's tease he will be a playable character.
Hopefully Damnd is either base or DLC, but there is a statue of Haggar in the trailer that might indicate that he is dead at the time SF6 takes place. Of course fighting game characters being dead haven't always stopped them from showing up though...But I'd like to see Damnd as a normal playable character. And Haggar, obviously.
To make a statue of someone doesn't mean he's dead.Hopefully Damnd is either base or DLC, but there is a statue of Haggar in the trailer that might indicate that he is dead at the time SF6 takes place. Of course fighting game characters being dead haven't always stopped them from showing up though...
I'd love to get anything asap, but full reveal at Sony event plus previous gen exclusivity pretty likely means Sony has marketing deal. And traditionally big fighting game reveals are at EVO, now owned by Sony.It would be nice to have a character reveal at Summer fiest
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The main gameplay related complains about SFV was the supposed lack of defensive options and tools for self expression. Seems they adressed it in SF6.
Regarding guard break, I'm not sure but I'd bet that the Drive Impact, -the new focus attack- has armor and breaks guards.
There are many defensive options announced, I think SF6 won't have air guard or air parries.
I’m happy to see Capcom gave Chun an absurdly fat ass again. Her proportions are much more realistic compared to V even though her thighs are insanely big. Here’s to hoping my girl Cammy keeps her cheeks at the same size.
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This game will feature parries, armored attacks and an alpha counter/v-reversal. Meaning that defense while in ground is going to be huge and that projectile characters will be pretty fucked if that Drive bar gets filled too fast.Yeah armor & guard break in particular for Drive Impact makes a lot of sense. I don't mind whatsoever if air parries or even air guards are gone tho; encourages more ground play and that's particularly what separates "core" Street Fighter from offshoots like the VS series.
As far as I remember was implemented for online tournaments as a patch to mostly improve lag because for some weird reason some stages added extra lag, something that doesn't make sense since the netcode doesn't send stage related info and the game runs at steady 60fps. So maybe they don't use it anymore now that offline tournaments are back.yurinka If that 'trick' you said was actually implemented then I guess pro players have been playing on the training stage all this time in tournaments. It would make a lot of sense considering the advantages (and both players can benefit from those advantages equally so no unfair situation presented there).
This game will feature parries, armored attacks and an alpha counter/v-reversal. Meaning that defense while in ground is going to be huge and that projectile characters will be pretty fucked if that Drive bar gets filled too fast.
To add air defensive options would be too much for projectile characters and would make the game too defensive.
In terms of mechanics the game seems to be a greatest hits of the different SF series, taking stuff from all of them. They announced stuff from SFA, SF3, SFIV and SFV. They should keep some stuff like in SF2, and I think no air parries and no air guard will be one of them to make the game not that defensive and give more priority to projectiles and anti airs.
As far as I remember was implemented for online tournaments as a patch to mostly improve lag because for some weird reason some stages added extra lag, something that doesn't make sense since the netcode doesn't send stage related info and the game runs at steady 60fps. So maybe they don't use it anymore now that offline tournaments are back.
To make a statue of someone doesn't mean he's dead.
And well, SFV story covered different time periods, in fact its arcade mode covered all SF series (with the exception of SFEX).
In addition to this, as I remember Rose's story in SFV hinted at future time travel stuff, which would give them an excuse to allow them canon wise to bring back any dead or too old character.
I'd love to get anything asap, but full reveal at Sony event plus previous gen exclusivity pretty likely means Sony has marketing deal. And traditionally big fighting game reveals are at EVO, now owned by Sony.
Seems that the full launch roster has been leaked, so maybe they reveal more characters than initially expected at EVO.
But I think that their messaging at EVO would be more about adressing the main concerns of specially the experienced players, to highlight that:
These announcements would hype the EVO crowd and viewers way more than any character announcement or showcase.
- The game will feature meaty content at launch in terms of characters and game modes, specially a very strong single player component going beyond everyone suggested
- They aim to have the best netcode ever
- It will have stong gameplay system that adresses the main concerns of SFV gameplay (little defensive and self expression options, lack of some stuff from the past like parries, universal armored attack or dash cancel)
- Maybe to mention that EVO and Sony are talking not only to Epic to improve Unreal Engine input lag on PS5, but also with other devs like Capcom to improve input lag it in other engines like SF6's RE Engine
- Proper gameplay shown with UI: probably a live offline match and if possible a USA vs Japan online match to showcase how good is the netcode
- Public Alpa or Beta announced
I'm not sure because I didn't see it but I'd bet Combo Breaker has been played offline. It hasn't been an online Capcom tournament.Oh ok. Well, I guess they don't because the Combo Breaker tournament they just had, at least for the matches I saw yesterday, were all on the training stage. So they might have disabled the implementation for online tournaments too, otherwise I think they'd want viewers to see stages other than the training one especially for Grand Finals.
The removal of that implementation probably came when they reduced some of the lag; I think at one point the game had like 8-9 built-in frames of lag which was ridiculous. They got it down to 3 frames but those couldn't be removed because all of the game's frame data was built with a built-in 3 frame buffer in mind. One of the things they did to make the game easier for newcomers (might've also done that with the netcode in mind).
Best thing about the announcement is the flood of new Chun Li art.
I don't want to be that guy, but they should have started to work on this issue long time ago, maybe Capcom deciding to work with their RE engine is what made Epic to finally move their asses?? but anyway...I think that's a response to unreal engine games on PS5 (why Epic is involved), the native PS5 versions of KOFXV and GG Strive for example have more input latency than there PS4 counterparts, so people play the PS4 versions through BC on PS5 since they play slightly better. This isn't a issue with the Series X version of KOFXV however, but since Evo is now a Sony owned event they can't use Series X version of KOFXV.
Epic Games and Sony Partner Up to Fix Input Delay on PlayStation 5 Fighting Games
Epic Games and Sony are seemingly partnering up to fix the input delay found across several fighting games on PlayStation.wccftech.com
Who is she?Reminds me of her
Streetfighter instagram page firing out some info about this game, apparently now there gameface feature during the vs screen you can press directions buttons to make yr charachter scowl or act all smug etc , looks like name of stage is metro city downtown. Looks like part of loading screens is now charachter walking onto stage while stats pop up, can deffently see before long a full charachter select to end of match being posted
MeowriWho is she?
I'm not sure because I didn't see it but I'd bet Combo Breaker has been played offline. It hasn't been an online Capcom tournament.
Regarding the lag you mention, this is the lag introduced by the game, the OS and game engine when playing offline. On top of this, there is the lag introduced by internet, the online platform (like PSN) and the netcode of the game when playing online. For some weird reason when playing online some claim (it can be totally false) that some stages added more lag than others.
SF6 appears here, so maybe...
Reminds me of her
Her Ass will be nerfed just like Mikas ass. Don't be fooled.