KOF95's netcode is a noticable big step better than KOF94
If anybody gets the game, please inform us about the netcode of KOF 96
the KOF96 netcode feels just as good as KOF95. No visible lag, and out of 5 people only had 1 disconnect. Experiences may vary but overall it's really good, and even red connections can turn out to be smooth and playable as much as green connections.
KOF96 port is sooooo WONDERFUL
!!!!!!!!!!!!!! The only thing.......is the input window/timing!!!!
Ah it's so strict, it reminds me of KOF2002 on PS2, which the controls were too tight compared to KOF2003.
But it's still very playable, but still, it's so weird I can do most super moves pretty much on the first attempt, and I'm struggling to do things like Joe's Hurricane Uppercut special and Mai's rolling elbow special (but funny I can easily do her super everytime.) I can't do any of Joe's specials except for his mashing punches.
It's nice supers seem to only require one button now, but some the specials, ugh, you have to be perfect with the timing to make some of them work. Leona's specials seem easier to do (still the charging seems strict), but it's crazy I can't do things like Kim's Halfmoon Kick at all, or sometimes Kasumi's D,DF, F + P attack.
Compared to KOF96 controls, KOF95's is silky smooth. Well I guess people just have to get used to the timing, because I have been fighting players that have been doing Kyo's combinations, Krausers overhead kick, and Geese's super everytime!
You know it's also funny because I can't do King's super at all in KOF95, but I can in KOF96, virtually everytime! LOL! Maybe my timing is compatible with certain commands. Was the original arcade version strict like this? Maybe it should be standard to have adjustable input window options.