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In Training posted:If it was Early Access I wouldn't buy it because Early Access is a scam. Congrats idiot, you got scammed.
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# ? Mar 25, 2016 10:17 |
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# ? Jun 5, 2024 06:13 |
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bebaloorpabopalo posted:It is literally not functional. All of my matches have one-sided rollback, the majority of them on my side. As a PC user it is basically guaranteed you are hosed playing vs somebody on PS4. Even when it is playable, the amount of rollback is far greater than it would be on correctly implemented rollback (any game with GGPO) and happens on one side. I'm on PC and the majority of my matches are great. Some are complete trash and that's annoying but I've got far more issue with the PS4 players slow rear end HDDs than anything else. I'm not saying your experience isn't true but statements like 'guaranteed' isn't from my experience. This issue wouldn't be so bad if you could just pick your ranked games like you could in SFIV. It was easy to remember the players with the dodgy Internet and you could just avoid them. Mega Comrade fucked around with this message at 10:57 on Mar 25, 2016 |
# ? Mar 25, 2016 10:47 |
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How do you handle Mika's who do command throws on you as you wake up?
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# ? Mar 25, 2016 12:14 |
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Renoistic posted:How do you handle Mika's who do command throws on you as you wake up? Block/jumpback tech option select.
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# ? Mar 25, 2016 12:32 |
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Renoistic posted:How do you handle Mika's who do command throws on you as you wake up? You raw wake up super
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# ? Mar 25, 2016 12:37 |
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Let those fuckers know you are the only one in this fight allowed to push buttons
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# ? Mar 25, 2016 12:38 |
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A.o.D. posted:Block/jumpback tech option select. This does nothing against meaty command throws, since they cannot be blocked and cannot be teched. You just have to guess, and either jump, backdash, or do an invincible move.
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# ? Mar 25, 2016 13:04 |
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Mega Comrade posted:I'm on PC and the majority of my matches are great. Some are complete trash and that's annoying but I've got far more issue with the PS4 players slow rear end HDDs than anything else. I haven't really noticed any issues cross platform. Just having it set to 5 only and ask, then filtering out the non-5's who get through has made it pretty consistent across PC and PS4. Couldn't you also just set it to only look for PC players? bebaloorpabopalo posted:This does nothing against meaty command throws, since they cannot be blocked and cannot be teched. I've found against Mika's and Laura's I have to always be on the offensive, never be defending because they will gently caress me if I'm on the back foot. Also I have no clue how to fight Mika and Laura.
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# ? Mar 25, 2016 13:16 |
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Baal posted:Congrats idiot, you got scammed. Yeah...
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# ? Mar 25, 2016 13:38 |
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bebaloorpabopalo posted:This does nothing against meaty command throws, since they cannot be blocked and cannot be teched. The prejump frames work just fine.
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# ? Mar 25, 2016 14:07 |
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A.o.D. posted:The prejump frames work just fine. That has nothing to do with anything. The block/jump/tech (fuzzy jump) OS will do nothing to protect you from meaty command grabs because you aren't jumping immediately on wakeup. Theoretically it *could*, if you timed your jump+tech perfectly on the 3rd frame after waking up when throw protection wears off, but the OS is actually less useful at defending against the things it's intended to if you're doing it that early. More than likely you will do it early and get hit by a meaty, or do it slightly late and get grabbed by the meaty command grab anyway.
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# ? Mar 25, 2016 15:07 |
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Renoistic posted:How do you handle Mika's who do command throws on you as you wake up? Wake up DP. Real answer: who are you playing?
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# ? Mar 25, 2016 15:14 |
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Thanks for all the suggestions. I'll try them out tonight. I'm currently trying to learn Cammy but I usually use Ryu. I've had most success using DP on wakeup but if they block I'm screwed.
Renoistic fucked around with this message at 15:50 on Mar 25, 2016 |
# ? Mar 25, 2016 15:47 |
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Renoistic posted:Thanks for all the suggestions. I'll try them out tonight. I'm currently trying to learn Cammy but I usually use Ryu. I've had most success using DP on wakeup but if they block I'm screwed. If they have the meaty timing down your only options are DP or jump/backdash. Usually that's how a grappler is designed, as soon as they knock you down/hit you, you better start guessing, and if you guess wrong, you're dead.
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# ? Mar 25, 2016 16:13 |
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Don't get put in that situation in the first place.
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# ? Mar 25, 2016 17:43 |
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If you neutral jump with reversal timing, what's the math for whether you can punish a move? Is it something you have to basically lab since the timing of pressing the normal on your jump is kinda analog? For example, Necalli has a 39 frame jump. If you were in a mirror, you could obviously punish the whiffed command throw since that is 62 frames total. But what about something a little closer like if you caught him doing a crouching mk which is 26 frames end to end? Also, if there is a 3 frame gap in a string, can you jump in that time? How does that work? How big does a gap need to be for you not to get bopped? Obviously I could lab this stuff but I'm stuck here waiting for my poo poo to compile
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# ? Mar 25, 2016 18:06 |
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fozzy fosbourne posted:If you neutral jump with reversal timing, what's the math for whether you can punish a move? Is it something you have to basically lab since the timing of pressing the normal on your jump is kinda analog? With a 3 frame gap, most characters (until the patch) should be able to get off the ground, but the move might still hit you out of the air.
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# ? Mar 25, 2016 18:09 |
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fozzy fosbourne posted:If you neutral jump with reversal timing, what's the math for whether you can punish a move? Is it something you have to basically lab since the timing of pressing the normal on your jump is kinda analog? It depends on the startup of your air normal and the direction/range of the hitbox. Like say for example you have two air moves, A and B, both same startup, except one punches up at a 45 degree angle and the other kicks down at a 45 degree angle. The latter move would hit at timings where the former wouldn't. (e: The size and shape of the opponent's hurtbox during recovery also obviously matters a lot) As for jumping out, it depends on your hurtbox and their hitbox (and I dunno if this applies to SFV, but a lot of other fighting games have jump velocity that differs for every character). Again for example say there's a 4 frame gap in the string and they use a low short as their next move with a hitbox that's literally a line on the ground. You wouldn't get hit. On the other hand if they used a jab that hits at head height, you would be hit unless your jump is so fast that it clears an entire character's worth of height in 1 frame. tl;dr It's case by case AnonSpore fucked around with this message at 18:15 on Mar 25, 2016 |
# ? Mar 25, 2016 18:13 |
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Prima is running coupon code SWEETSIXTEEN for I think 56% off their eGuides the next couple days if you want to get the electronic version of the official SFV guide. It includes such "convenient, easy-to-use web-access companion" features as it only being available as a web page that only stores your creds for a week or two so when you try and launch it you first have to click around to even find a login page since it isn't anywhere on the page for the guide itself, then fail a few attempts till you search your e-mail for the login ID the site automatically gave you (that's not your e-mail address) and remember the 10 character with capital and special character password the video game guide web site requires. So convenient! e: and the username is case sensitive, lol get fukt phone access
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# ? Mar 25, 2016 18:21 |
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It's still pretty sweet, though. For less than a restaurant burger, I say it's a no brainer (no offense burger time) Thanks for the neutral jump stuff, I'll mess around later. Trying to figure out when I should mix it in defensively and offensively
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# ? Mar 25, 2016 18:32 |
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^Totally true. Clunky to get around compared to something like V-Frames, but it has a whole lot of good info in it and very worth grabbing this weekend for :5bux:
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# ? Mar 25, 2016 19:41 |
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Is there a one-stop site for combos and safe-on-block strings?
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# ? Mar 25, 2016 19:42 |
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Is it too late to keep complaining about the lovely netcode?
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# ? Mar 25, 2016 19:51 |
Agoat posted:Is it too late to keep complaining about the lovely netcode? I don't think it can be complained about enough.
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# ? Mar 25, 2016 19:52 |
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Is there any way on PC to send messages or anything? I'm getting sick of rage quitters. I'm not even sure how to report them.
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# ? Mar 25, 2016 20:08 |
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Don't worry, if they quit over 80% of their games there's a chance capcom might do something about them maybe
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# ? Mar 25, 2016 20:12 |
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Ryuga Death posted:I don't think it can be complained about enough. I'm sure I'd be impressed by random online mixups but if I can't see them until they're hitting me I don't know what they expect
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# ? Mar 25, 2016 20:13 |
Agoat posted:I'm sure I'd be impressed by random online mixups but if I can't see them until they're hitting me I don't know what they expect I like when hits turn into blocks and vice versa.
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# ? Mar 25, 2016 20:16 |
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Help Im Alive posted:Don't worry, if they quit over 80% of their games there's a chance capcom might do something about them maybe I keep an ongoing chart of my matches so that I keep my ragequit percentage at 79.9%
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# ? Mar 25, 2016 20:16 |
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Agoat posted:I'm sure I'd be impressed by random online mixups but if I can't see them until they're hitting me I don't know what they expect dont forget that any mixup you see you need to do something about it 8 frames sooner than you should, you know, since the game has 8 frames of input lag
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# ? Mar 25, 2016 20:16 |
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I thought it was nine frames. Things are looking up!
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# ? Mar 25, 2016 20:21 |
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The input lag will likely never be "fixed" as it seems like an intentional inclusion to normalize input lag online and offline. Maybe if there was as much lag as usfiv or something that would make sense, but at over 130 ms it just feels like garbage.
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# ? Mar 25, 2016 20:29 |
I have an odd issue with SF5 where it will play normally at 60 fps when I first boot it up but then after a while, the performance will degrade and then the game will start playing in a bit of slow mode. Is there a way to fix this? My PC specs are i5 4570, gtx 970, 16gb ram, and win7 64bit.
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# ? Mar 25, 2016 21:14 |
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Install Linux ROFL
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# ? Mar 25, 2016 21:16 |
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Ryuga Death posted:I have an odd issue with SF5 where it will play normally at 60 fps when I first boot it up but then after a while, the performance will degrade and then the game will start playing in a bit of slow mode. Is there a way to fix this? My PC specs are i5 4570, gtx 970, 16gb ram, and win7 64bit. Pretty sure the answer is for CapCom to fix their memory leaks. There's a ton of stuff that isn't properly watertight... because the ship is still on fire and OH GOD PUT IT OUT.
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# ? Mar 25, 2016 21:17 |
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Ryuga Death posted:I have an odd issue with SF5 where it will play normally at 60 fps when I first boot it up but then after a while, the performance will degrade and then the game will start playing in a bit of slow mode. Is there a way to fix this? My PC specs are i5 4570, gtx 970, 16gb ram, and win7 64bit. I guess the most obvious question is what are your temps while playing. I use HWInfo and put the CPU and GPU temps in my system tray. I also have them in an overlay with my fps using RTSS, but SFV doesn't support overlays. I have a 970/4670k/8GB/W7-64 bit as well and I've not really had those kinds of issues.
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# ? Mar 25, 2016 21:19 |
HoboWithAShotgun posted:I guess the most obvious question is what are your temps while playing. I use HWInfo and put the CPU and GPU temps in my system tray. 55C for my GPU while playing and 60C for my CPU while playing.
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# ? Mar 25, 2016 21:21 |
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Ryuga Death posted:I have an odd issue with SF5 where it will play normally at 60 fps when I first boot it up but then after a while, the performance will degrade and then the game will start playing in a bit of slow mode. Is there a way to fix this? My PC specs are i5 4570, gtx 970, 16gb ram, and win7 64bit. The slowmo is due to the game being fixed-framed. It wont skip frames, if you are rendering below 60 frames it will wait until it renderes all those frames its behind, causing the slow-mo effect. There is a known memory leaked caused when changing graphical settings, other than that, try reinstalling? You can use steams inbuilt fps counter to keep track of stuff.
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# ? Mar 25, 2016 21:25 |
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Ryuga Death posted:55C for my GPU while playing and 60C for my CPU while playing. Try going to StreetFighterV\StreetFighterV\Intermediate\Config\CoalescedSourceConfigs\Engine.ini and setting both vSync lines to 0 and then going to bSmoothFramerate and set it to false. I would also go to C:\Users\<username>\AppData\Local\StreetFighterV\Saved\Config\WindowsNoEditor\Engine.ini and add the lines bSmoothFrameRate=false r.VSync=0 At the bottom because I'm not 100% sure if it loads from the steam folder or the user folder. Then go to nVidia card settings and either force vSync to on or limit to 60fps. Also, don't use nVidia HD Audio, I think it has some problems with the game, I use RealTek HD audio.
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# ? Mar 25, 2016 21:29 |
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# ? Jun 5, 2024 06:13 |
HoboWithAShotgun posted:Try going to StreetFighterV\StreetFighterV\Intermediate\Config\CoalescedSourceConfigs\Engine.ini and setting both vSync lines to 0 and then going to bSmoothFramerate and set it to false. I have my 970 connected through with HDMI which is how I get video and audio. Would RealTekHD audio work with that setup? Also, thanks for the help, thread. Going to be trying a lot of these things.
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# ? Mar 25, 2016 21:32 |