When lag occurs, GGPO (short for Good Game, Peace Out) rolls backwards, checks inputs from both players, and then goes back to the current animation frame. Lag is added to the beginning of the move rather than during button presses. That’s how GGPO masks latency issues when you’re fighting with opponents that have a high ping. Street Fighter IV doesn’t use GGPO netcode, but other upcoming Capcom titles like Street Fighter III: 3rd Strike Online Edition do. What netcode will Street Fighter X Tekken use? That’s one of the questions I asked producer Yoshinori Ono.
"There are still some kinks that we’re working out with the netcode. I can tell you officially were not using the actual GGPO netcode that you know and love in its current form," Ono answered.
"I can also say it is not using the Street Fighter IV netcode as is. There are going to be distinct changes and improvements. I can’t talk about those improvements or the system right now. Think of this as I’m throwing a worm on a hook and I’m going to reel you back in so you’ll come back and talk to us again!"
During the Street Fighter X Tekken panel, Ono challenged Tekken producer Katsuhiro Harada to a fight. If Harada won, he had a chance of becoming a playable character. See the match and a bit of Poison action below.
Check back this week because we’ll have more coverage of Street Fighter X Tekken on Siliconera.