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Networking HUD

In SSB6, during an online match, the following information is displayed on screen:

  • Ping, in milliseconds
  • Intentional Input Delay Frames
  • Maximum Rollback Frames Allowed: This indicates how many frames an input can be lost for, before the game pauses (lags) to wait to receive it / ask for that input again
  • Rolled-back Frames: This indicates the number of frames that rolled-back in the most recent rollback
  • Rollback Count: This indicates the number of rollbacks that have occurred throughout the match
  • Freeze Count: The number of times the game has had to pause and wait for missing inputs throughout the match
  • Connection Type: Shows a WiFi or Ethernet icon, per player

Each of these HUD elements can be configured to be visible or hidden.


Notes

Smash 6 will be the first Smash Bros game to use Rollback netcode, and players will be interested in seeing this HUD data during a match.