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Rollback Netcode

Super Smash Bros 6 implements Rollback Netcode for a smoother online experience.

Additionally, in Ranked Online Quickplay playlists, a network test is performed between the connecting consoles. If the ping for the test is over 100ms, the match will be canceled and those opponents will be put on the 3 hour wait list, similarly to a rematch being declined.

Online Quickplay always uses 2 frames of Intentional Input Delay Frames. Private Battle Arena lobbies will be able to configure the number of Intentional Input Delay Frames.


Why It Matters​

Modern fighting games are built on Rollback, to the point where Rollback Netcode is heavily marketed as a feature for new titles.

Having a system that masks connection jitter is critical for a successful online experience, and having a good online experience is key in retaining players long-term. Ultimate got roasted for its online experience, so it's important for Smash 6 to improve it.