I don’t get it. It’s a genre that thrives entirely on multiplayer, and to this day, we haven’t seen a single release with netcode that will allow for cross country or even cross coast play at an acceptable level of input delay/frame skipping. HDR is probably the closest thing we’ve gotten in terms of a commercial release, but with the rest, you’re stuck playing people on the same coast. Arcades are dying and/or dead in most regions, so a lot of us depend heavily on online for most of our competitive play.
SSF4 and Blazblue, though better than most of the competition, still have at least 2 frames of delay with most 5 bar connections unless you’re in the exact same city/province/state. Most good players will tell you that anything over 1 frame of delay is completely unsuitable for serious play. It’s not like better solutions don’t exist either. A good step forward would probably be to stop trying to code for delay and code for frameskip, prediction and rollbacking the way GGPO does, but nobody’s even tried to do that so far besides Backbone, and Sirlin practically had to beg them to even get that done.
You’d never get away with having iffy netcode on a serious FPS or RTS game, so why is it OK for fighting games? Nobody ever calls the developers on this in game reviews either. Hell, a lot of reviews gloss over the online like it’s just a side feature.
Why isn’t there more of a focus on improving the base netcode for a heavily multi-player oriented genre like fighters? All this hype about new characters, new moves, new whatever is kind of stunted by the fact that I can’t even play my friends on the west coast, Europe and Japan.