Search found 20 matches

by Flotilla
Mon Feb 23, 2015 12:36 am
Forum: Support
Topic: Graphic issues in KOF98UMFE
Replies: 1
Views: 4518

Graphic issues in KOF98UMFE

Can Code Mystics please investigate these odd graphic issues that users are experiencing in the Steam release of 98UMFE? There's a nice Steam thread with many examples already posted:

http://steamcommunity.com/app/222420/di ... 741070/#p1
by Flotilla
Sun Dec 28, 2014 11:41 pm
Forum: Feedback
Topic: Kof98UM half circle inputs - new issues
Replies: 13
Views: 19535

Re: Kof98UM half circle inputs - new issues

If you really want to go down the route of "the input log is wrong, everyone who is not having issues is wrong, and I am indeed doing these inputs correctly", then give proof through evidence. Download a third party input logger and compare results with the input logger you're currently using instea...
by Flotilla
Sat Dec 27, 2014 11:38 pm
Forum: Feedback
Topic: Kof98UM half circle inputs - new issues
Replies: 13
Views: 19535

Re: Kof98UM half circle inputs - new issues

I would bet anything that it "works" in those other games you play because their wonky input leniency enables you to be sloppy and inaccurate with your inputs. Your input logs show that you failed to do a proper HCBx2 motion from the left side because you never pressed Down. As I said above , I can ...
by Flotilla
Fri Dec 26, 2014 2:58 pm
Forum: Feedback
Topic: Kof98UM half circle inputs - new issues
Replies: 13
Views: 19535

Re: Kof98UM half circle inputs - new issues

There certainly is time to execute HCs non-sloppily on keyboard; I can reliably punish recovery with Kaiser flame or Unlimited Desire, both of which are HC moves. I can even buffer Gigantic Cyclone (HCBx3!!!) during rolls and empty jumps.
by Flotilla
Thu Dec 25, 2014 12:22 am
Forum: Support
Topic: KOF98UMFE: Incorrect pings?
Replies: 2
Views: 5317

KOF98UMFE: Incorrect pings?

I'm noticing some unusually high opponent pings in KOF98UMFE, many of them 300ms+ when they honestly shouldn't be. Most notably, the USA-Finland matches I played with a friend reported that he had over 350 ping while ingame... when I pinged his IP address directly out-of-game, it was only 156ms. I h...
by Flotilla
Wed Dec 24, 2014 7:21 pm
Forum: Feedback
Topic: Kof98UM half circle inputs - new issues
Replies: 13
Views: 19535

Re: Kof98UM half circle inputs - new issues

There is clearly something wrong...test it yourself. Pick Orochi Yashiro, do his hcbx2+P on both sides with a keyboard. The difference is so noticable...for me, my execution is basically 99% accurate on the left side and 5% accurate on the right. This is a massive difference, something is wrong. As...
by Flotilla
Sat Dec 20, 2014 5:33 pm
Forum: Feedback
Topic: Crashes + netplay suggestions
Replies: 1
Views: 4263

Re: Crashes + netplay suggestions

Another thing I have observed is something that has been brought up a lot, but I'm not sure if it's the same issue or if it would help in this matter. Doing rdp(reverse shoryu) motions seems to be very strict when you have a character who also has a qcb move, for example doing Krausers c.A c.A Brdp...
by Flotilla
Sat Dec 20, 2014 1:32 pm
Forum: Feedback
Topic: New Input Issues in Beta only?
Replies: 2
Views: 5379

Re: New Input Issues in Beta only?

CodeMystics wrote:Yes, we're on it. Update shortly.
Awesome, thanks. You guys are really on point with KOF98UMFE's Steam release, working hard to fix up these little issues that a lot of other developers would turn a blind eye to. I'm sure I speak for plenty of people when I say that we appreciate it.
by Flotilla
Sat Dec 20, 2014 1:04 am
Forum: Feedback
Topic: New Input Issues in Beta only?
Replies: 2
Views: 5379

New Input Issues in Beta only?

As pointed out here ... In the non-beta vanilla release of KOF98UMFE, linking Benimaru's QCF+SP into QCF2+LP or QCF2+SP is fairly easy. However, the Beta seems to have suffered some sort of regression that makes this difficult for some reason. There's not much issue with the QCF2 supers coming out t...
by Flotilla
Sat Dec 20, 2014 12:24 am
Forum: Feedback
Topic: BETA netcode feedback
Replies: 6
Views: 9676

Re: BETA netcode feedback

The current cap is 9 frames. Do you mind if I ask how the game determines what input delay to apply? Using matches in ggxxnet as a reference (Guilty Gear #Reload's netplay solution, which is very similar to KOF98UMFE's and allows you to manually adjust input delay) , 6-8 frames of input delay shoul...