Your logic is flawed all planes use different frequencies only towers maintain a certain frequency. Planes don't crash because they're all on different "channels". Game controllers are all on almost identical channels (their synch frequencies are usually the same) it wouldn't be the end of the world but it would be annoying if you had 50+ players with all their controllers synched to 4 consoles (any random jostling in someones bag could lead to a random person joining and the game pausing
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You completely misunderstood why I brought that up. You know how everyone is asked to put their electronic devices on flight mode when they get on a plane, or keep them off? Just do the same for Smash tournaments. It's not that hard to put a sign up in the room the game is played in or whatever.
And random jostling does not connect the controllers, you actually have to sync them before they can connect.
And an easy fix is to just have controllers provided by the hosts. I know this can't work in every instance, but it could definitely work in most.
As for rain man origins you're drunk... in the main levels of the game it's a giant pattern which is in no way similar to a fighting games reactive nature.
It think you're the drunk one. I've never heard of "rain man origins". Is that a Mega Man spin-off starring a robot master named "Rain Man"? :V
I was referring to the online challenges in Rayman Legends. There is a legit competitive scene for that, as these challenges are randomly generated, and are a true speedrunners test in skill. I competed in a tournament called "Rayman Legends Showdown" over on BeyondGaming, that was sponsored by Ubisoft, and won a prize in it. That prize was an Astro Gaming A30 headset, which costs about $200 to buy. And even if something IS a memory game, it still needs precision control if the timing is strict, which Wii U controllers provide. This is the case with Rayman Legends, it requires insane precision and reflexes to play competitively. There is a degree of practice involved, but there is also a degree of practice involved in fighters.
And even on specs incredibly superior to any console, like a 144hz monitor and a 1200+ polling rate with 1600+ dpi players still notice input lag (specifically in tribes, quake, and CS:GO and Sc2)
Shooters tend to intentionally have some input lag because in real life, pixel perfect, twitchy reactions don't happen, no matter how good you are with handling a firearm, and because most shooters DO have some sense of realism in their movement and mechanics, they are not comparable to fighters and implement some slight input delay intentionally, which usually aren't overly realistic (and Smash certainly isn't). Don't even try to compare shooters to fighters, they are completely different things by their design.