r/AvatarFighters • u/jpzgoku • 1d ago
Ask Ping and Frame Delay Question
I play an opponent at 150 ms. I set the delay frames to zero.
In practice I hit a certain section of a combo 100 out of 100 times. In the actual online match, one certain input consistently does not come out.
Even though I set the delay frames to 0, will the inputs or the timing of an online game at 150 ms be different from training mode?
1
u/LawOrc Azula 1d ago
Can you hit the input reliably in a local match?
1
u/jpzgoku 1d ago
The thing is, sometime 150 ms games are complete dogshit and the opponent teleports all over the screen, and sometimes 150 ms is completely fine and everything seems to work as it should.
1
u/ImperiousStout 15h ago
If they are on wifi, there's probably going to be more teleports because of the way it handles packets.
It can also depend on what you and the opponent are doing. If they are flying all over the screen and pressing a lot of buttons, there's probably going to be more rollbacks/glitches/teleports with pings that high. Azula air dash stuff seems like a key offender there.
You can bring up the pause menu at any time (doesn't pause the game) to adjust the rollback frames on the fly, just increase it to 1 or 2 the next time you run into that, even a slight delay will make the game better, and shouldn't mess with your combo timings that much.
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u/JustSetDarkMode 2h ago edited 2h ago
So the way the input delay works together with rollback is that either rolling back OR delaying input will achieve the desired output (game is synced).
With 0 Input Delay and 4 Rollback Frames, this means that every time an opponent presses a button, the game will rollback to correct their input, and this means that whatever they were doing will now skip 4 of their start up frames - this causes the rollback artifacts that people see in matches, like when a character is going one way then they teleport going the other way, or when they're doing nothing and they skip to being active in their heaviest attack.
By setting input delay to 2, all your moves will now wait 2 frames to occur, but this also means you no longer need all those 4 rollback frames - since you're already delaying 2 frames, the rollback only needs to account for the other 2. Most actions in this game are slow enough that with only 2 rollback frames you won't notice any artifacts. With 4 it starts getting iffy.
imo, input delay* over 0 is not viable if you play a character with just frames (like Azula). Which is a shame, because Azula is also the character that would benefit their opponent the most with input delay (due to the multiple 8-way instant air dashes, which become disgusting at latencies over 120ms).
Personally, I just keep it at 0 input delay and if my opponent has too much latency to allow for 0 input delay I'll just reject them instead.
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u/dystopi4 23h ago
If your input delay is set to 0, the timing is the same as in training mode even with a high ping opponent. (Although you should be setting delay to atleast 1-2 when going above 100ms, that's what it's there for.)
What can still happen is, if the connection is unstable there might be micro lagspikes that cause you to drop the combos but it doesn't sound like that's what's happening from the way you explained it.
Hard to say if this is a connection issue or if you are just not used to hitting the combo in a match yet. I think it's likely the latter, hitting even an easy combo in a match is different from hitting it in training mode. Just the added mental strain from playing against a resisting opponent might be making you rush or otherwise mess up your inputs.
At least for me, it's pretty common to drop a new combo in match even if it's perfectly on lock in training mode already. It's like you have to lab the combo in training first, then lab it a second time in an actual match until it's finally firmly in your muscle memory.