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3sOE Update News

posted May 9, 2013, 4:01 AM by sf III forever   [ updated Dec 27, 2013, 10:08 AM by sf3forever ]

Hey all, hopefully you’ve had a chance to check out the stream where we showed some of the stuff in the upcoming 3SOE Update (if not check it out here , the 3SOE part starts off about 35 minutes in). Below is some more detail on some of the stuff touched on in there.

We put most of our energy into doing fixes for online modes, as this was the most vocal of the requests we heard via email, message boards, etc:

  • We have successfully migrated all the netcode improvements from MvCO and Darkstalkers to 3SOE, and in our tests the game behaves identical to those in the wild.
  • We replaced ping colors with numbers (in milliseconds).
  • Added filters for region (your current region, or all), opponent skill, and ping.  It’s worth noting that the game will still return you matches that don’t match this criteria if none matching your criteria are found.
  • When creating a lobby you can make it so only people in your region can join.
  • Fixed the problem with the order of the lobby getting jumbled when people ready up.
  • Can “Mute All” on PS3 now.
  • Rank should, in theory, never get reset to 0.  If your rank is currently 0 you will be stuck that way, however.
  • Moved ready/unready to separate buttons.
  • Leaderboards get updated faster/more reliably on PS3.
  • YouTube uploads on 360 will now be at 360p.
  • Defaulted Gill to “banned” in Player Match.

These fixes aren’t online specific, but these are on the list because they were either relatively easy to implement or things we deemed “must fixes” (like the super art meter length).

  • Super Art bars are now the correct length.
  • Can now turn off the Challenge bars on the in-game UI.
  • Added “Disable Stun” to training options.
  • We now remember the super art selected in player select, and default to that selection when you return to player select. It doesn’t auto-pick it, just highlights it.
  • Difficulty now affects Arcade Mode.
  • Fixed visual glitch in Remy’s Stage with scan lines on.
  • Fixed color for Urien’s Reflector (P2).
  • Fixed color for Poison (P2).
  • Made some changes to how Ryu’s bag falls over.
  • Fixed some random locks/hangs.
  • Added color bars by the character portraits on the UI that match the major colors selected by the player.

Thanks to some help by telesniper707 we were able to reproduce the “Dropped EX” bug reliably.  Here’s the details as he relayed it in his email:

“Easy to confirm/reproduce: Load up training mode with obvious parameters, pick Ken or Ryu, or any character that has an EX move that’s simple, but also doesn’t overlap another move that uses the same input, but an opposite button… (example, Dudley, both Back Swing Blow and Cross Counter have the same input direction wise, so it’s more difficult to reproduce moves of these types), now start normal training. Hold down a normal button that’s of the opposite type than that of the EX, ie. hold down Short if you are going to do an EX Fireball. Input the motion, then release the held button and press the 2 buttons (or 3 button macro) 1 frame later. If inputted correctly, no EX will come out. I guess people experience this effect with cancelling a normal to special, but timing it awkwardly…”

The rub with this is that this repro works on our Arcade unit as well, so we’re not addressing it as it’s in the original version.  Mystery solved.

We’ve passed off the update to Capcom and are awaiting them to test it. Once it runs through their QA it will get passed onto MS & Sony, and then eventually onto you all. Thanks for your patience in this, I know you’ve been waiting for quite some time.