THE KING OF FIGHTERS ’98 ULTIMATE MATCH FINAL EDITION Rollback Netcode And Settings

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THE KING OF FIGHTERS '98 ULTIMATE MATCH FINAL EDITION Rollback Netcode And Settings

Learn the best way to use it.

How to

The netcode update improved online matches, but left many players confused. This guide will explain in a simple way what to do to get the best performance.

KOF 98 UM is a fast-paced fighting game in which you can miss a combo for a frame. It requires a shorter response time than most of the other games of this genre. A balance between input delay and rollback is necessary, bearing in mind the ping between the two players. When properly configured, this combination avoid teleports from the pure rollback and heavy characters from high input delay.

You can configure this balance between input delay and rollback in two different places¬

Help & Options → Settings → Network Setting

The MAX INPUT DELAY that I target in most matches is 1. If exceed this number, the netcode changes to rollback. It is important that you set the option SAME AS MAX, this way a fluctuation in the connection will not affect the game timing.

You can still choose whether or not to SHOW INPUT DELAY and NAMES of the players during online matches.

Online

If you haven’t already done it in Network Setting, it is important to set INPUT DELAY as fixed by pressing the Light Punch (LP) button, this way a fluctuation in the connection will not affect the game timing. Here you can also change the MAX INPUT by pressing left or right, according to the opponent’s ping. If INPUT exceed the selected number, netcode will change to rollback.

In this example, the ping was very low and stable, and I could put 0 instead 1. But I put it 1 to prevent teleports in case of connection fluctuation.

PING x INPUT suggestion sheet

PING  INPUT  
  0~65ㅤㅤ0
65~120ㅤㅤ1
  120~155ㅤㅤ2
  155~190ㅤㅤ3

With INPUT 2 you’ll start to feel the character more heavy and, above it, veteran players do not consider the game playable. This sheet was based on personal and other players’ experiences, but it is not absolute. You can use it as a base and run your own tests.

THE MOST IMPORTANT IS THAT THE ROLLBACK FRAMES DO NOT EXCEED 4

If sometimes the game freezes or ROLLBACK FRAMES suddenly rises and then falls, the processor of one of the two players may be overloaded.

If you want to know better what makes the combination between input delay and rollback so good, watch the Code Mystics’ video.

This is it guys!! I am sure that you will love THE KING OF FIGHTERS ’98 ULTIMATE MATCH FINAL EDITION Rollback Netcode And Settings that we have shared with you. We are always open to discussion and suggestions from you. Just let us what you thought about the guide in the comment section.

Also, we would like to thank fabiofilho. He is the one behind this wonderful guide.