#FixUltimateOnline: Smash Ultimate’s Online Woes

The problems of Ultimate's online play, and how it compares to others

#FixUltimateOnline

<p><span style&equals;"font-weight&colon; 400">Super Smash Bros&period; Ultimate is the latest installment in the series&comma; and the third title &lpar;starting with Brawl&rpar;&comma; to support online play&period; With the game’s online features&comma; you can play Quickplay&comma; Online Tourney&comma; and Battle Arenas&comma; where you jump into matches with players all over the world&period; But taking a tour of the game’s online features is not what we’re here for today&comma; unfortunately&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Smash Ultimate is also the host of some notoriously bad online play quality&period; Issues include delays in input detection&comma; buffering inputs that players don’t input&comma; and even still frames lasting extremely long times with nothing happening&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">It’s gotten to the point where even top players are spreading the message that online is extremely subpar&comma; with the hashtag &num;FixUltimateOnline&period; But before we get there&comma; we have to talk about how Ultimate&comma; and how the Switch itself&comma; handles online play&period;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter wp-image-157766 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;05&sol;01122311&sol;SuperSmashBrosUltimate&lowbar;01&period;jpg" alt&equals;"Smash Ultimate" &sol;><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">How Online Works With Ultimate And Other Fighters<&sol;span><&sol;h3>&NewLine;<p><span style&equals;"font-weight&colon; 400">Super Smash Bros&period; Ultimate utilizes a form of netcode commonly known as delay-based netcode&period; It’s one of two netcode types most commonly used in fighting games&comma; the other being rollback-based netcode&period; Examples of games that use delay-based netcode include <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;dragon-ball-fighterz-dojo-mode-review&sol;">Dragon Ball FighterZ<&sol;a> and <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;granblue-fantasy-versus-review&sol;">Granblue Fantasy Versus<&sol;a>&period; A couple of examples of rollback netcode include Killer Instinct and Skullgirls 2nd Encore&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">The way delay-based netcode works is that after the two players connect&comma; the game dynamically adjusts the input delay based upon the connection quality of the players&comma; on top of the game’s native input delay&period; Native input delay&comma; as a side note&comma; is the number of frames the game takes to detect an input from a controller &lpar;Smash Ultimate has 6 frames of native delay &lpar;source&colon; <&sol;span><a href&equals;"https&colon;&sol;&sol;www&period;polygon&period;com&sol;2018&sol;12&sol;14&sol;18140814&sol;super-smash-bros-ultimate-input-lag-latency-feel"><span style&equals;"font-weight&colon; 400">Polygon<&sol;span><&sol;a><span style&equals;"font-weight&colon; 400">&rpar;&rpar;&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Delay based netcode adds frames of input delay on top of those six to seven frames&period; Even in the most optimal conditions&comma; players are playing with 7 frames and up of delay&comma; which can feel very uncomfortable to play &lpar;for context&comma; Ultimate runs at 60fps&comma; so that means 1&sol;10 second of delay or higher&rpar;&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">In contrast&comma; a lot of fighting games have lower native delay than that&comma; like Guilty Gear XRD &lpar;<&sol;span><a href&equals;"http&colon;&sol;&sol;www&period;dustloop&period;com&sol;forums&sol;index&period;php&quest;&sol;forums&sol;topic&sol;12529-ggxrd-input-lag-tests-results-pc-ps4-ps3&sol;"><span style&equals;"font-weight&colon; 400">with 1-2f delay on PC depending on the screen and fixed 4f on PS4<&sol;span><&sol;a><span style&equals;"font-weight&colon; 400">&rpar;&period; Skullgirls 2nd Encore has 3&period;5 frames of input delay &lpar;Twitter thread <&sol;span><a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;WydD&sol;status&sol;1054151438975283205&quest;s&equals;20"><span style&equals;"font-weight&colon; 400">here<&sol;span><&sol;a><span style&equals;"font-weight&colon; 400">&rpar;&period; Mortal Kombat 11 has 4&period;4 frames of input delay &lpar;seen below&period; image credit&colon; <a href&equals;"https&colon;&sol;&sol;www&period;eventhubs&period;com&sol;news&sol;2019&sol;apr&sol;24&sol;mortal-kombat-11-reportedly-has-44-frames-input-lag-playstation-4&sol;">EventHubs<&sol;a>&rpar;&colon;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-157763" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;05&sol;01114650&sol;24&lowbar;mk11-input01&period;jpg" alt&equals;"" &sol;><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">In Relation to the Nintendo Switch Itself<&sol;span><&sol;h3>&NewLine;<p><span style&equals;"font-weight&colon; 400">The Nintendo Switch itself has two very glaring problems in relation to online play&period; The first of those issues is that there’s no native broadband support&period; In order to use a wired ethernet cable with your console&comma; you need&colon;<&sol;span><&sol;p>&NewLine;<ul>&NewLine;<li><span style&equals;"font-weight&colon; 400">The system to be docked &lpar;cannot be portable or on Switch Lite&rpar;<&sol;span><&sol;li>&NewLine;<li><span style&equals;"font-weight&colon; 400">An ethernet cable<&sol;span><&sol;li>&NewLine;<li><span style&equals;"font-weight&colon; 400">A USB Ethernet adapter<&sol;span><&sol;li>&NewLine;<&sol;ul>&NewLine;<p><span style&equals;"font-weight&colon; 400">That’s just ridiculous in its own right&comma; requiring a &dollar;15 add-on to a console just to play at the best available connection quality their house&sol;apartment can offer&period; Even further so&comma; its direct competitors&comma; the PlayStation 4 and Xbox One&comma; have built-in ethernet ports on the backs of their consoles&comma; with no &dollar;15 add-on needed&period;<&sol;span><&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">Ethernet Woes<&sol;span><&sol;h4>&NewLine;<p><span style&equals;"font-weight&colon; 400">Problem number two lies in the fact that&comma; even with an ethernet cable plugged in&comma; the system seems to have a fixed download speed limit&period; That tidbit of info is weird in its own right&comma; as the system appears to have a 60MB download speed limit&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">In contrast&comma; PCs can get significantly higher values than that&comma; some even breaking into the hundreds of megabytes per second&period; The upload speed is even weaker&comma; as the highest I’ve managed to get through multiple tests&comma; is a weak 28&period;2MB upload speed&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Again harking back to other hardware&comma; this time&comma; the PS4&comma; the Switch pales in comparison&period; On wired connections&comma; the PS4 used for testing got closer to 85MB download and 52MB upload &lpar;a value almost twice as strong as Switch&rpar;&period; That’s pretty problematic&period;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-157767" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;05&sol;01123523&sol;Toon-Link-Smash-Guide-1024x576-1&period;jpg" alt&equals;"&num;FixUltimateOnline" &sol;><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">The Lag’s No Joke<&sol;span><&sol;h3>&NewLine;<p><span style&equals;"font-weight&colon; 400">Back to Super Smash Bros&period; Ultimate&comma; beyond the hardware info&period; All of the factors listed in the above sections can make the game extremely problematic to play online&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">It can get so problematic that games that say they&&num;8217&semi;re two and a half minutes of in-game time&comma; can be over five or six minutes in very laggy instances&period; Lag can be caused by one or more factors&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Laggy gameplay could be as simple as not having a very great connection with your peer&comma; but that&&num;8217&semi;s a surface-level issue&period; With how the game&&num;8217&semi;s netcode is&comma; and players tending to play on Wi-Fi more than ethernet&comma; laggy matches come more than people think or expect&period;<&sol;span><&sol;p>&NewLine;<h4><img class&equals;"aligncenter wp-image-157768 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;05&sol;01125113&sol;maxresdefault&period;jpg" alt&equals;"Smash Ultimate" &sol;><&sol;h4>&NewLine;<h4 style&equals;"text-align&colon; center">Wi-Fi&&num;8217&semi;s Involvement<&sol;h4>&NewLine;<p><span style&equals;"font-weight&colon; 400">Given that a Wi-Fi user can experience potentially fluctuating network connectivity&comma; match quality can and will suffer&period; This leads to dropped inputs all over the place&comma; costing players stocks &lpar;in-game lives&rpar;&comma; games&comma; and even sets in some scenarios&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">The fluctuating connection also affects characters just as much as players&period; Characters that can play safe and campy can get away with not too much trouble &lpar;like Dark Samus&comma; Richter&comma; and Snake&comma; with their arsenal of projectiles&rpar;&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">However&comma; if you play a technical character&comma; chances are&comma; they&&num;8217&semi;re significantly more difficult or outright unplayable in lag &lpar;I say as I cry in the corner as a Ken main dropping confirms all over the place like I have a hole in my pocket&rpar;&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Game synchronization also suffers from players utilizing Wi-Fi rather than ethernet&period; When the synchronized game is desynced between players&comma; the game will drop inputs and play them later&comma; to compensate&period; This gap is known as packet loss&comma; and an interesting subset of information about it can be found <&sol;span><a href&equals;"http&colon;&sol;&sol;mauve&period;mizuumi&period;net&sol;2012&sol;07&sol;05&sol;understanding-fighting-game-networking&period;html"><span style&equals;"font-weight&colon; 400">here<&sol;span><&sol;a><span style&equals;"font-weight&colon; 400">&period;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-157770" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;05&sol;01130405&sol;super-smash-bros-ultimate-terry-bogard-tips&period;jpg" alt&equals;"&num;FixUltimateOnline" &sol;><&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">Input Delay &plus; Lag &equals; Nightmares<&sol;span><&sol;h4>&NewLine;<p><span style&equals;"font-weight&colon; 400">Taking all of the information we&&num;8217&semi;ve compiled thus far&comma; it can lead to extremely laggy&comma; extremely delayed actions&period; For instance&comma; a character like Bayonetta can start a basic combination with her up-tilt into her up special&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Depending on the network connection&comma; there&&num;8217&semi;s a chance that the combo will use more resources than intended&comma; earlier than intended &lpar;such as a jump or air dodge&rpar;&period; This also applies if players try to input the combo early to factor for lag&comma; so that&&num;8217&semi;s doubly worse&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">This issue isn&&num;8217&semi;t mutually exclusive to Bayonetta mains&comma; either&period; It can happen to any character&comma; and can again result in lost stocks or matches&period; <&sol;span><span style&equals;"font-weight&colon; 400">Three of the characters that have the input delay problem potentially the worst are Ryu&comma; Ken and Terry&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">They have command inputs from their home series &lpar;like Ryu and Ken&&num;8217&semi;s iconic Shoryuken&comma; and Terry&&num;8217&semi;s Power Geyser&rpar;&period; The problem here is that the player has to move the control stick to input the improved versions of these specials&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">While it makes them unique&comma; the lag also really screws them&period; Due to the way the game behaves&comma; Ryu and Ken could get fireballs or a Tatsumaki Senpukyaku when they want Shoryukens and their kill confirm can go out the window for it &lpar;same applies if Terry is confirming into Burn Knuckle and he gets a Power Dunk&rpar;&period;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-157773" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;05&sol;01131504&sol;DjCEcjhU8AQ3Yvk&period;jpg" alt&equals;"&num;FixUltimateOnline" &sol;><&sol;p>&NewLine;<h4 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">Hold On&comma; Balance Plays A Part Too&quest;<&sol;span><&sol;h4>&NewLine;<p><span style&equals;"font-weight&colon; 400">There&&num;8217&semi;s another super scary part about the matter involving online play&comma; and this wasn&&num;8217&semi;t mentioned earlier&period; All the way back in November 2018&comma; a month before Ultimate released&comma; a Nintendo Direct was held &lpar;full direct <&sol;span><a href&equals;"https&colon;&sol;&sol;youtu&period;be&sol;fccgHnBQ0YM"><span style&equals;"font-weight&colon; 400">here<&sol;span><&sol;a><span style&equals;"font-weight&colon; 400">&rpar;&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">In it&comma; Masahiro Sakurai had mentioned that Elite Smash &lpar;a mode that pits the best of the best versus each other in online matches&rpar;&comma; would play a part in deciding balancing changes&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">This could mean that a potentially weak character online &lpar;but could be strong offline&rpar; could be buffed&period; This goes the other way too&comma; as a strong online character could be nerfed&comma; making offline games even harder to win with them&period;<&sol;span><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">Disqualifications and Community Voices<&sol;span><&sol;h3>&NewLine;<p><span style&equals;"font-weight&colon; 400">The general distaste for the online play in Smash Ultimate has built up over time&comma; given how long the game’s been out&period; Eventually&comma; tournaments started to be held online due to the COVID-19 outbreak&period; Pound 2020 was held last weekend&comma; and that led to Grayson being <&sol;span><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;pound-2020-super-smash-bros-ultimate-player-double-dqd&sol;"><span style&equals;"font-weight&colon; 400">double disqualified<&sol;span><&sol;a><span style&equals;"font-weight&colon; 400"> due to lag and bad connection&period;<&sol;span><&sol;p>&NewLine;<p><i><span style&equals;"font-weight&colon; 400">&lpar;Here’s a brief summary for those who haven&&num;8217&semi;t read it&period; A Smash Ultimate player was kicked from their Top 32 placing after performing multiple lag tests&comma; and promptly disqualified&period; However&comma; since the incident&comma; that player has been offered a fully compensated trip to a tournament of their choice when the coronavirus outbreak ends&period;&rpar;<&sol;span><&sol;i><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Recently&comma; tournament level players and community figureheads have been voicing their opinions about online play&period; General reception on that front has been not that great&comma; actually&period; However&comma; all the talk about lag from above can be summed up immediately in the twitter link below&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">An instance of extreme cases of input delay can be seen below&colon;<&sol;span><&sol;p>&NewLine;<blockquote class&equals;"twitter-tweet" data-width&equals;"500" data-dnt&equals;"true">&NewLine;<p lang&equals;"zxx" dir&equals;"ltr">&&num;8230&semi; <a href&equals;"https&colon;&sol;&sol;t&period;co&sol;sYGvoOMGDz">pic&period;twitter&period;com&sol;sYGvoOMGDz<&sol;a><&sol;p>&NewLine;<p>&mdash&semi; SEBA &lpar;&commat;Sin6SEBA&rpar; <a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;Sin6SEBA&sol;status&sol;1255338914145013760&quest;ref&lowbar;src&equals;twsrc&percnt;5Etfw">April 29&comma; 2020<&sol;a><&sol;p><&sol;blockquote>&NewLine;<p><script async src&equals;"https&colon;&sol;&sol;platform&period;twitter&period;com&sol;widgets&period;js" charset&equals;"utf-8"><&sol;script><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Content creators and tournament players alike are both talking about and retweeting the campaign&comma; aptly titled &num;FixUltimateOnline&period; Some of the notable tweets are included in a video below &lpar;credit&colon; Beefy Smash Doods on YouTube&rpar;&period;<&sol;span><&sol;p>&NewLine;<p><amp-youtube layout&equals;"responsive" width&equals;"500" height&equals;"281" data-videoid&equals;"c5YzfYLkn-A" title&equals;"&num;FixUltimateOnline"><a placeholder href&equals;"https&colon;&sol;&sol;youtu&period;be&sol;c5YzfYLkn-A"><img src&equals;"https&colon;&sol;&sol;i&period;ytimg&period;com&sol;vi&sol;c5YzfYLkn-A&sol;hqdefault&period;jpg" layout&equals;"fill" object-fit&equals;"cover" alt&equals;"&num;FixUltimateOnline"><&sol;a><&sol;amp-youtube><&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center">The Situation Regarding EVO<&sol;h3>&NewLine;<p><em><strong>&lpar;DISCLAIMER&colon; If you are reading this article after May 14th&comma; please be aware that Super Smash Bros&period; Ultimate was removed from the EVO 2020 lineup&period; If you are reading this after the 14th&comma; feel free to skip this section&period;&rpar;<&sol;strong><&sol;em><&sol;p>&NewLine;<p>Super Smash Bros&period; Ultimate is planned to be part of EVO 2020 this year&period; If you&&num;8217&semi;ve been following along with EVO and its <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;evo-2020-has-been-canceled&sol;">cancelation of the Las Vegas event<&sol;a>&comma; you&&num;8217&semi;d find out that EVO is taking the fight online&period; Given what&&num;8217&semi;s been discussed thus far&comma; that&&num;8217&semi;s not going to be a very great event&comma; and can potentially crash and burn&period; With how this game is&comma; either extremely stringent rules are required&comma; or some regions will have to be restricted from competing&period;<&sol;p>&NewLine;<p>Given that I&&num;8217&semi;m pretty sure that the second option won&&num;8217&semi;t be happening&comma; the show&&num;8217&semi;s probably going to go on as normal&period; And something like Grayson being disqualified due to lag is going to become a massive problem&period; It can also be ignored and angry players will come as a result&period;<&sol;p>&NewLine;<p>If there&&num;8217&semi;s anything positive that can come from the potential disaster waiting to happen&comma; it could happen at Nintendo&period; They could see how bad EVO gets&comma; and that would get them to start fixing online too&period; Or&comma; you know&comma; they could just keep being Nintendo and just not care&period;<&sol;p>&NewLine;<h3 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">Ideas to Maybe Fix Online<&sol;span><&sol;h3>&NewLine;<p><span style&equals;"font-weight&colon; 400">Now&comma; fixing a game’s latent problems with online play isn’t super easy&period; Sometimes it can be hard to pinpoint what the actual problems are that make the game work&period; That said&comma; a few suggestions could be in order&comma; seeing as how most of the 1&comma;300 hours of Smash Ultimate I’ve played have been online&period;<&sol;span><&sol;p>&NewLine;<p><i><span style&equals;"font-weight&colon; 400">Change the netcode model<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400">&comma; for starters&period; The current delay-based model is pretty bad overall&comma; and some of the game’s biggest problems &lpar;like inputs being buffered all over the place&rpar; are centralized there&period; Switching it to a rollback-based model&comma; with some work&comma; is most certainly possible&period;<&sol;span><&sol;p>&NewLine;<p><img class&equals;"aligncenter size-full wp-image-157774" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;05&sol;01131737&sol;Super-Smash-Bros-Ultimate-How-to-Unlock-Ridley&period;jpg" alt&equals;"&num;FixUltimateOnline" &sol;><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Hell&comma; back in 2015&comma; <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;new-generation-kombat-mortal-kombat-x-review&sol;">Mortal Kombat X<&sol;a> released with delay-based netcode&comma; and even that switched its model to rollback <&sol;span><a href&equals;"https&colon;&sol;&sol;www&period;polygon&period;com&sol;2016&sol;1&sol;15&sol;10776282&sol;mortal-kombat-x-network-code-ggpo"><span style&equals;"font-weight&colon; 400">later<&sol;span><&sol;a><span style&equals;"font-weight&colon; 400">&period; Before that fix&comma; the game’s delay-based netcode was laughably bad&comma; and after the fix&comma; it became a solid fighting game experience online in its own right&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">Another possible solution is to <&sol;span><i><span style&equals;"font-weight&colon; 400">reduce the native input delay<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400">&period; Going under the hood to lessen the game&&num;8217&semi;s native input delay could be one big step in the right direction&period; Street Fighter V&colon; Champion Edition had one such update&comma; where the game&&num;8217&semi;s native input delay was reduced&period; Before that October 2018 update&comma; the game had the same level of input delay as Smash Ultimate &lpar;6 frames&rpar;&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">As such&comma; the team at Capcom optimized the game and now it runs between 4 and 5 frame delay&comma; which is certainly an improvement&period; The original data can be found <&sol;span><a href&equals;"https&colon;&sol;&sol;twitter&period;com&sol;WydD&sol;status&sol;1018321493141458945&quest;s&equals;20"><span style&equals;"font-weight&colon; 400">here<&sol;span><&sol;a><span style&equals;"font-weight&colon; 400">&comma; and an article about the October &&num;8217&semi;18 update can be found <&sol;span><a href&equals;"https&colon;&sol;&sol;www&period;eventhubs&period;com&sol;news&sol;2018&sol;oct&sol;23&sol;street-fighter-5s-input-lag-reportedly-reduced-441-frames-and-77-stability-according-findings-wydd&sol;"><span style&equals;"font-weight&colon; 400">here<&sol;span><&sol;a><span style&equals;"font-weight&colon; 400"> &lpar;credits&colon; &commat;WydD on Twitter and EventHubs&rpar;&period;<&sol;span><&sol;p>&NewLine;<h3><img class&equals;"aligncenter wp-image-157775 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2020&sol;05&sol;01132436&sol;Heros&period;jpg" alt&equals;"Smash Ultimate" &sol;><&sol;h3>&NewLine;<h3 style&equals;"text-align&colon; center"><span style&equals;"font-weight&colon; 400">The Overall Bigger Picture<&sol;span><&sol;h3>&NewLine;<p><span style&equals;"font-weight&colon; 400">Overall&comma; the grander scale of things is a strange amount of variables contributing to the bigger picture&period; Super Smash Bros&period; Ultimate’s general gameplay delay is already below average in comparison to other titles&comma; but then comes everything else&period; Bad netplay quality&comma; additional add-ons for the best available netplay&comma; and limited download speeds are the tip of the iceberg&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">There’s also players and professionals alike giving information and feedback about the problem&period; Even its direct competition in the fighting game genre is outdoing it from an online play standpoint&period; However&comma; there ARE ways to fix it&period; And it’s not too late in the game’s life cycle to give the game a big netplay overhaul&comma; because all it will do is good for the game&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400">However&comma; whether these things will go into full play is purely the decision of Nintendo and Nintendo alone&period; The &num;FixUltimateOnline trend is still going strong and seems to not have any signs of completely disappearing&period; Hopefully&comma; the developers at Nintendo will listen&comma; and things will start to change for the overall better in Ultimate&period;<&sol;span><&sol;p>&NewLine;<p><strong>What do you think of the whole &num;FixUltimateOnline situation&quest; Do you think that the game could be updated to be overall better online&quest; What would you suggest to fix the game&quest; Let us know your thoughts in the comments section below&period;<&sol;strong><&sol;p>&NewLine;<p><strong>You&&num;8217&semi;ve seen that we&&num;8217&semi;ve mentioned netcode a lot in this article&period; If you&&num;8217&semi;re interested in how that works even further&comma; you can read our article about netcode <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;netcode-or-notcode-in-fighting-games&sol;">here<&sol;a>&period;<&sol;strong><&sol;p>&NewLine;

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