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Brian F: Online for fighting games is trash and prevents people from practicing as hard as other tier 1 eSports games

Posted by John 'Velociraptor' Guerrero • August 23, 2019 at 3:09 p.m. PDT • Comments: 37

We've recently been discussing an apparent dip in Street Fighter 5's netcode quality, but conversations have begun drifting away from a direct focus on SF5 and more toward the general (rough) relationship between the fighting game genre and online play.

EQNX|Brian F recently posted a tweet in response to a statement by CLG|Tafo regarding the amount of practice that is required for tier 1 eSports competitors. Brian's message points a finger toward fighting game developers in general, calling for them to up their netcode standards... to put it nicely.

"Online for fighting games is trash and prevents people from practicing as hard as other tier 1 eSports games," he stated. "Fighting game devs please stop being trash." Tafo's original tweet called for Super Smash Bros. players to pay attention to the amount of practice and grind hours other eSports genres tend to put in.

The ability for fighting game players to efficiently practice online has been debated for the better part of the last decade as Street Fighter 4's network capabilities brought many new competitors to the online front.

It's in the genre's general demand for more precision than most others' where we find the main wrench in the works. Players who are trying to be accurate enough to score consistent, single-frame links widely cannot use network play to improve in such avenues because of inevitable latency issues.

Single frame situations are amongst the most extreme examples, but even slight rollbacks or hiccups can be enough to immediately invalidate an entire round as far as competitive standards are concerned. This being the case, making the volatile realm of online play your main training ground can actually work against your abilities to perform in offline conditions.

Some members of the FGC see these limitations and figure we simply need to wait until average internet speeds and connections are strong enough to more accurately simulate local play, but others, like Brian, seem to be more of the mind that fighting game developers should simply be focusing more on this particular aspect of their titles.

In the ensuing thread, the Balrog main quickly points to 2013's Killer Instinct as an example of where things should be closer to being. He does this with half of his tongue in his cheek as it's clearly a reference to how many FGC members will point to KI as a standard for various fighting game metrics. That said, it'd be erroneous to say they were entirely wrong.

April's Mortal Kombat 11 has also been noted as having a notably ahead of the curve online experience, and so perhaps the cry for FG developers to beef up netcodes does have some valid foundations.

Check out Brian and Tafo's tweets by clicking the thumbnail image here, and then let us know your thoughts on the matter in the comments afterward.

Netcode Stuff image #1
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