M.D., post: 7942528, member: 9219 wrote:
You make it sound like offline comp is the spawn of satan. Sorry if I offended your rank.
Who said I experienced lag?
I don't get this need to defend online play when it obviously doesn't compare to playing and having an offline scene, saying it's just as viable because solid connections and green bars minimize lag whereas in offline play there is no lag. You can get away with a lot of dumb stuff online, and you can't play proper footsies or frame traps since the reaction time is delayed by 2-4 frames; you end up throwing out normals in anticipation as oppose to reaction. You have to readjust the timing on links (a very bad thing if you're planning to play at a offline major) and make pre-emptive movements to compensate for inputs coming out a couple frames late. You can't tell me there wasn't a time where you pressed + and it didn't tech a throw, or you had a magic pixel left and you did Ultra on wakeup to avoid the chip only for it not to come out.
If you enjoy playing online, then good for you, but like I said, you can't get a concrete basis for the tiers and matchups by strictly playing in that environment, not when you can't react when you want, everyone's playing autopilot, and nobody's punishing you for the mistakes you make.
The-Olympian, post: 7942608, member: 13694 wrote:
Lol offline major. Sfxt usb connector lag. Monitor lag. Ps3 over heating... Lag .... Stream stage setup lag....
Offline can just be as bad.
Shinebox, post: 7942699, member: 19918 wrote:
Online rewards mashing and wake up ultras way too much. sure there is USB, monitor, lag etc... but an internet connection is probably the worst form of lag
You do learn a lot from online but there are clearly limitations. Its not completely useless but if you have local scene it would be better to do that.
Shabrout, post: 7942819, member: 56016 wrote:
Misinformation is strong in some people.
Online lag , so we have to adjust links timing ? really ? Like the inputs before and after a link had a better connection maybe ?
metallicaband, post: 7942828, member: 15933 wrote:
Are you on crack?
This is what you said:
"You're not going to learn anything playing online period."
That is, very pure and simple, BULLSHIT.
You can learn a LOT of things online, specially if you live in a country with excellent networks, 1 frame = 16.6 ms, in Japan the local pings are usually in the 5 or 6ms range which is why they feel like online is pretty much identical to playing offline. Good internet connections aren't exclusive to Japan, many people around the world can play against local competition with less than 1 frame of lag.
You can anti air, play footsies, frame trap, tech throws and punish shit online. I'm not defending online gaming or saying it's the exact same as offline, you're the one who's being ignorant and straight out say it's completely useless either because you have access to poor connections or you like to have that as an excuse for losing often online.
Ryuken9, post: 7942818, member: 15085 wrote:
PS3 over heating causes way more lag than your typical online lag.
M.D., post: 7945537, member: 9219 wrote:
Now who's generalizing? And for the record, you are defending online play, with great vengeance and furious anger.
So online is not completely useless. Fine, I'll admit that I was wrong. Still, connection quality aside, the competition is very limited, and doesn't come close to the players you'd fight at a weekly or major. I wouldn't recommend it for matchup experience.
IglooBob, post: 7939928, member: 57681 wrote:
divekicks are stupid in every capcom game. this is a solid rule to go by. they might potentially not be stupid in Divekick though.
Psychocult, post: 7946044, member: 83313 wrote:
You can learn a lot online.
Yes, Japanese connections (PSN was my only experience) are generally better, so is the general online skill level.
For the record, the Arcade Version at the game centers felt a frame faster than the PS3 version as far as input latency, I.e. PS3 seemed slower and my timing always had to adjust just a little when going from home to out in town.
Japanese players in general are better than us in general.
Not everyone has the luxury of an offline scene.
I've played some great people here in the states online (props go out especially to EXO-GEN!)
I try to remember the names of lag-abusers, random Blankas, and avoid accordingly.
Online is better than playing the CPU, in any event, and seems to be taken for granted too much, in that context.
Some days are better than others for connections.
Blueberry, post: 7946212, member: 52017 wrote:
Online is Ok to have fun, but is not really the same as playing offline. Wiff punishing is hard, so you slowly stop doing it alltogether. The number of times i've got caught after Ken wiffing HP srk instead of him eating a full puinish because of lag is pretty big...
I need a few days to reajust playing offline before a tourney or i get smacked in the pools like a total scrub because online made me forget how to play the game.
C3TN, post: 7946398, member: 23740 wrote:
Online is pretty good practice like if you can anti air or whiff punish online then it's very easy offline.
ilitirit, post: 7946471, member: 12740 wrote:
You actually have to change your timing when switching between online and offline depending on how bad the opponents' connections were. In the same example, compensating for around 6 to 7f of lag means that meaty punishes on something like Ken's HP DP will actually cause a reset instead of a proper punish if you do it with the same timing offline.
C3TN, post: 7946398, member: 23740 wrote:
If you can't punish whiffed shoryuken online, then you just suck. Online is pretty good practice like if you can anti air or whiff punish online then it's very easy offline.
Mafamaticks, post: 7962047, member: 11349 wrote:
chubbyfingerz, post: 7938560, member: 78522 wrote:
Hang on a second, this is a fallacy. One thing is for a character to have a certain skill. The other thing is for a character's playstyle to rely heavily on it. Dive kicks are a safe, powerful tool which is used and abused by every character that is capable of doing it. The same does not apply to fireballs and dragon punches.
Dive kicks are certainly a troublesome dynamic to deal with. My biggest issue however is the following: every time a character performs a powerful move that he can not be punished for attempting, and he can do it ceaselessly, then there is a problem.
Dive kicks are easily abused. They cross up, start massive combos ( which end in ultras), keep up a very strong pressure and are overwhelmingly safe on block and hard to counter.
That's the problem. We have a dominant move that a character's entire offense can be built around with little to no risk. Like Akuma's demon flip pressure, Cammy/Rufus/SethYun's dive kicks....
So yeah. They're kind of imbalanced.