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One of those could be it though it's too small to say for sure. There is no mention of a Wi-Fi indicator being included for online matchmaking, but an included screenshot does appear to show two icons to the left of the connection level. Like Strive and some other recent fighters, KOF15 will display the amount of rollback frames occurring during matches under the guard meter - it is important to note though that rollback frames are not the same as input delay. These levels are determined by hard ping ranges with 0–19 ms being rated as Lv. On top of the rollback situation, SNK also revealed KOF15 separates its connection strength between players by a range of five levels. This revelation will likely make many prospective players breathe a sigh of relief, but we won't know for certain until we can get hands on with it.Įven though GGPO has been around for so long, KOF15 and Melty Blood: Type Lumina are the first new Japanese-developed fighters to use the client, as it had primarily been used in western games like Skullgirls, Fantasy Strike, Punch Planet or re-releases like Street Fighter 3: Third Strike Online Edition. Sometimes you end up with something game changing like Guilty Gear Strive, and others you get how Street Fighter 5 was at launch.
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There had been questions as to whether SNK was attempting to develop their own netcode from scratch or use pre-existing code, so now we know for certain.įighting game studios have a mixed track record of building their own rollback. GGPO is the original client to bring rollback to fighting games from over a decade ago and still generally holds up as one of, if not the best choice when implemented correctly.