Hold Back to Block (YouTube)

This groundswell of support, especially regarding a technology known as “rollback” netcode, didn’t fall on deaf ears. After an unofficial mod improved upon Street Fighter V’s proprietary (and faulty) rollback netcode, Capcom attempted similar improvements in-house, though that didn’t stop top players from quitting official competitions. Bandai Namco did the same for Tekken 7, with slightly better results. Classic games like Guilty Gear XX Accent Core Plus R and Garou: Mark of the Wolves received rollback netcode via post-release patches and saw massive spikes in their online player bases. Guilty Gear developer Arc System Works has since promised that the upcoming Guilty Gear Strive will utilize rollback netcode.

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Unfortunately, not every fighting game developer is as tuned into the community. When a group of Super Smash Bros. Melee fans created Slippi, a third-party program that added rollback netcode to the old-school platform fighter by way of the Dolphin emulator, it seemed like the diehard Smash community finally had a light at the end of the tunnel. But the first major online tournament to use the mod, The Big House, was forced by Nintendo to cancel its competition after the corporation learned they would be emulating the 19-year-old GameCube game.

“I am very disappointed that the one year [where] our only option is to play online during the pandemic is also when we are told that path has been shut down,” The Big House organizer Robin “Juggleguy” Harn said of Nintendo’s decision at the time. “I don’t have all the answers, but I still believe Melee will find a way. We always have and we will again.”

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Nintendo’s overbearing policies set off a firestorm in the Smash community that continues to this day, with many high-profile players and personalities demanding the Japanese company work with the community to solve these issues rather than shutting the event down completely. Nintendo maintained that it was well within its rights to throw its weight around, since The Big House’s use of “illegally copied versions” of Melee constituted a threat to its “intellectual property and brands,” which as I noted before is absurd bullshit.

Melee competition has a good thing going thanks to unofficial netcode, if only Nintendo would get out of the way.
Melee competition has a good thing going thanks to unofficial netcode, if only Nintendo would get out of the way.
Image: Nintendo
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That’s not to say that fighting game developers have given up on official tournaments altogether. After the first half of the Capcom Pro Tour was canceled, Capcom resumed Street Fighter V play with an online variant that’s set to conclude offline in the Dominican Republic next February. Street Fighter League, the company’s team-based Street Fighter V competition, has also continued in earnest, though it was forced to push back its start by several months and replace a handful of players who were either unable to travel due to restrictions in their home countries or willingly stepped away out of caution. Bandai Namco just wrapped up a series of online national championships for Dragon Ball FighterZ across four countries. But none of these events have been able to live up to the grassroots tournaments the community lost in 2020.

Fighting games have long been hobbled by their lack of stable online play. When the only way to get good, foundational experience is to travel to an offline venue, it adds yet another barrier of entry for newcomers. Several developers, including Killer Instinct’s Iron Galaxy Studios and Mortal Kombat’s NetherRealm Studios, made significant strides toward implementing quality rollback netcode before 2020.

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But that’s no longer enough; the larger fighting game scene is really a complex ecosystem of numerous, smaller communities, and they require depth and variety to survive. Every company that makes fighting games needs to have a serious internal discussion about the ways their games are played, and how to make the online experience feel as close to possible to what players enjoy offline.

If players aren’t able to return to in-person competition soon, it’s imperative that the next generation of fighting games get online play right. I don’t see much in the way of future growth for the competitive community should players, newcomers and veterans alike, be forced to contend with the current constraints and frequent, predictable frustrations of today’s online play. This community’s strength has always been tied to consistent, grassroots organizing, and that means making competition viable for as large a group of people as possible.

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When a virus has everyone trapped at home for an entire year (and counting), state-of-the-art netcode is enormously important to achieving that goal. The community knows this, and the publishers need to listen if the continued existence of the competitive scene is a priority.