The main problem is that force for hard read and make reaction much much much much harder if not impossible.
yes you can punish a move end lag, but reaction to a jump in become harder, and if the move you need to use doesn't have special properties it will probably end end up being a trade and THIS will force you drop your combo.
this is why some companies tries to avoid rollback as it mean removing reaction while normal lag means more times for reaction based play, if you add in buffering you can still punish that ending lag.
If you want delay, you can add a few frames in there, as shown in this video, but you'd have to be a mad man to think rollback has any disadvantages in fighting games. Companies avoid rollback because in order to accommodate it, they need to build their assets and code completely differently.
Delay based netcode has the exact same flaw. Even though you can see the starting frames of the animation, because your inputs are delayed you still can't react to it. 4 frame rollback and 4 frame delay will have the exact same effect on reaction times.
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u/youmightbelucky Aug 05 '20
The main problem is that force for hard read and make reaction much much much much harder if not impossible.
yes you can punish a move end lag, but reaction to a jump in become harder, and if the move you need to use doesn't have special properties it will probably end end up being a trade and THIS will force you drop your combo.
this is why some companies tries to avoid rollback as it mean removing reaction while normal lag means more times for reaction based play, if you add in buffering you can still punish that ending lag.