Transitioning from SF4 to SFxT


I mean, I have some laggy matches as well from time to time, but the majority is running fine and I still have the opinion that the SFxT netcode is pretty good (I’m playing on PSN).
I took a break from this game for one year and now I started to play again but even in the laggy matches I am able to do combos. Maybe not always the optimal combos, but I can do them.

Are you sure you played SFxT and not Injustice? xD
Sorry. :3


Hey, that’s uncalled for! XD

Anyways, after the switch I feel like I’m the one suffering now. I heard that it has something more to do with ping rather than the upload/download speeds.


I’ll say it in a more pleasant way

every 2D Street Fighter game I’m aware of has a whiff punish and footsies game. when I was learning SF4 coming from a 3s background I felt that every move seemed very safe, and that walk speed was far too slow for whiff punishing. you need to approach every game with a fresh mind.

there are some idiosyncrasies to SF4 that no other game in the series shares. you have to understand that SF4 is the exception, not the standard. things like ridiculous reversals, FADCs into safety, crouch tech being amazing, these are SF4-specific. you have to wash away the SF4-ness from your soul when you approach another game in the series.


The one thing that springs to my mind that cooooould be misinterpreted as input lag is the comparatively large buffer windows (and thus perceived delay) allowed for your button presses in the universal chain combo: light, medium, heavy, launcher. Each normal in your chain will always cancel into the next normal at the exact same point in its animation, but you’re granted lots of leeway time to press the next button earlier than required. Because of this, you can press the whole button sequence in very quick succession, and then what happens is you’ve finished your inputs but you’re still waiting a few moments for your character to finish performing the chain.

In contrast:

  • Target combos in SF4 generally have relatively short windows of time for each additional button press, so you don’t really notice a delay like what I’ve described above. SFxT’s target combos actually work the same way.

  • In a game like MvC3, when you’re doing the magic series (L, M, H or whatever), each new button press immediately cancels the previous normal. This is why you can do chains faster or slower in that game. There is no delay because no buffer exists.

Does this sound like what you were experiencing?

This is actually how many strings work in Tekken. Until you realize what’s going on, it can definitely give you the impression that the controls are sloppy or unresponsive. You may or may not warm up to this; that’s down to your own personal perspective and preference. I will say that once you’re used to it, it makes a lot more sense.


That’s not really the issue I was experiencing but I can see why it makes sense. For trials like Nina 20 it’s definitely useful to be able to buffer the target combo input before the animation so you can do the next move. But it’s kind of weird to have both SF4 links (which require precise timing) along with combos where timing is irrelevant. I guess that’s what happens when you make a hybrid fighting game.