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Your delay is normal. Here's why.

DarkBridge

Smash Rookie
Joined
Mar 5, 2008
Messages
24
Location
Viriginia, USA
When you are playing online, if you are encountering a delay on your inputs, this is normal.

This is the result of packets of data traveling through the internet and taking time to be sorted through different routers to the correct destination.
The time the signal takes to reach its destination, usually measured in milliseconds (ms) is "latency". There is practically nothing you can do to lower your latency to a given server, besides switch ISPs (which I wouldn't recommend if you're happy with your current provider).
Depending on type-of-service (DSL vs CABLE) and concentration of users in your area, switching ISP's might actually be very helpful. Cable is a shared-medium, which means everyone who subscribes to the same ISP in your neighborhood is on a shared link. If everyone in your neighborhood decides to start downloading huge files, neighborhood specific routers might find themselves with increasingly filled packet buffers (which means latency will be increased for your packets [longer "input delay" as DarkBridge called it]).

Point is, if there are a lot of HEAVY users in your neighborhood, your connection can greatly suffer if you're on Cable. A solution may be to subscribe to a DSL service.
Some reasons for this latency could be thus:

1. The United States is a pretty large country for us to be playing online games across. If you try to play a game from the East coast with someone from the West, you will generally notice substantial lag.
Edited for accuracy, thanks to Nytejade.

2. Packets usually have to go through many, many different routers to get to their destination, since the internet is so vast. It's usually never a straight path to the recipient.
3. The path these packets have to take changes daily due to maintenance of servers, phone lines being down, etc.

Distance is not always the best indicator of how playable your connection will be - instead, it will be dependent on how far the packets have to travel to get to your opponent (for example, if you're playing from Virginia, against someone in Florida, your packets might stop by in Texas and Oklahoma first, degrading your connection speed).

You're right that distance alone isn't always a good way to know if you should have low latency with another host, but it is generally good enough. Sometimes a poor route (because of a malfunctioned router) might be the cause of high latency between hosts in neighboring states, but these issues are generally temporary. A good way to solve your latency questions is to run a trace route between you and your host. The following link provides a nice tutorial to trace route under many different operating systems: http://www.exit109.com/~jeremy/news/providers/traceroute.html#running.
Purchasing a LAN adapter for the Wii will not solve the latency problem.
This should only be a consideration if your Wii and your wireless router are separated by multiple walls and/or appliances operating in the 2.4GHZ frequency range.
When you are setting up your Wii's wireless connection, if you are connecting to a router with three green bars in your connection quality column, you don't have anything to worry about.

So why don't we notice this input lag in other online games?

Other online games, primarily shooters, minimize the effects of lag by only displaying the actions that the server has last received from a player; this avoids input delay for players, and imposes it upon the server instead. For example, if you duck behind a corner to avoid enemy fire, only to be killed a second after you were protected, it is because the server was displaying your character as it was a split second earlier, still in the enemy's sights. The server received the other player's packets from him firing on you before it received the packets that told it you were ducking.
Some games will also use prediction to always try to present an accurate position of a player. If a player is running in one direction, the client might display a few milliseconds of that character moving in the same direction before it receives the packets that would say otherwise - this can result in a player's model skipping or flashing in and out of different spots on your screen, as well as the phenomenon of all players running straight ahead if you disconnect from the server.

Needless to say, these methods would not work well for a fighting game. If Nintendo had used methods similar to these to get rid of input lag, our characters would be struck by hits we didn't see, we would never be able to hit our opponents, or characters would be popping in and out of different places on the screen, completely ruining the experience; delaying input on both sides is the only way to account for high latencies on this game.

Well, that sucks! So there's nothing I can do?

I totally agree. Do not despair, though. Hopefully, Nintendo will increase the performance of its servers, which may help some of us in the United States, or release patches that could change the way the game communicates and improve the experience.

The only thing you can do is make sure your connection isn't busy when you're playing online, and hope you're lucky enough to get into a game with someone who isn't many packet hops from your ISP.

This topic is open to discussion and corrections, especially since I'm not a networking specialist, and some of the descriptions of communications could be wrong.

EDIT: Check Nytejade's post on page 2 for some clarification and corrections to my post. My post has been altered a bit to fix some inaccuracies and include information Nytejade provided.
 

XxGUNZxX

Smash Apprentice
Joined
Nov 10, 2007
Messages
100
Location
Moorpark, CA
Is it possible to have this delay between your inputs while your opponent does not have it (or not have it as badly)?
 

DarkBridge

Smash Rookie
Joined
Mar 5, 2008
Messages
24
Location
Viriginia, USA
Is it possible to have this delay between your inputs while your opponent does not have it (or not have it as badly)?
Input delay for all players in a match is the same, as far as we know. Comparing it would be difficult unless you had two Wiis in the same room.
 

DarkBridge

Smash Rookie
Joined
Mar 5, 2008
Messages
24
Location
Viriginia, USA
so how does virtual fighter do it? i was trying to find something, but i coluldn't. and what are the chances nintendo would do the same?

EDIT: i found something about online lag. maybe nintendo CAN do something about these annoying delays.

Check this out - http://www.nyman-workshop.org/2003/papers/Dynamic%20server%20selection%20for%20large%20scale%20interactive%20online%20games.pdf
That's a good idea, but the paper states that it's still in the design/simulation stages. It also looks targeted at MMO's rather than four-player online games; it probably wouldn't be cost-effective on Nintendo's part. Ultimately, you'd still have a delay depending on your connection to the nearest network arm, even if it were slightly faster than what we have now.
 

Unexplanetory

Smash Cadet
Joined
Oct 22, 2006
Messages
66
Location
Ottawa, Canada
Input delay for all players in a match is the same, as far as we know. Comparing it would be difficult unless you had two Wiis in the same room.
Im in Ontario with a 8mbs up, and 1mbs down connection. My friend is in Denver with about the same connection. I get .5-1second lag in every fight I play, he has never had any delay whatsoever. With the timing of the attacks the players I fight pull off, I imagine they have little to no delay as well.

So yes, button delay is completely different for each side of the fight. It sucks paying for the best possible connection in your area and not being able to have fun online... Go Nintendo...
 

DarkBridge

Smash Rookie
Joined
Mar 5, 2008
Messages
24
Location
Viriginia, USA
Im in Ontario with a 8mbs up, and 1mbs down connection. My friend is in Denver with about the same connection. I get .5-1second lag in every fight I play, he has never had any delay whatsoever. With the timing of the attacks the players I fight pull off, I imagine they have little to no delay as well.

So yes, button delay is completely different for each side of the fight. It sucks paying for the best possible connection in your area and not being able to have fun online... Go Nintendo...
Do you get different delays when you are fighting against one another, though?
 

DarkBridge

Smash Rookie
Joined
Mar 5, 2008
Messages
24
Location
Viriginia, USA
Well, that's a curve ball.

A lot of us are split between whether we believe the games are hosted on game servers, or one of the Wiis involved in the fight.

On the flip side, me and my friend about 45 minutes away from each other have the same .4-.5 second delay in every game we play.
Not sure what to say besides, "Wish I were on your friend's end of the deal", heh.
 

Kami-V

Smash Journeyman
Joined
Aug 5, 2006
Messages
374
Location
Lake Oswego, OR
Glad to see theres some reason, I was frantically reconnecting my internet trying to get a better connection, but now I see it isn't my fault.
 

Kazuya

Smash Journeyman
Joined
Dec 13, 2006
Messages
257
XboxLive and PS3 have more stable internet capabilities. Plus remember, VF5 is only againt 1 player, whilst Brawl is against 3....

Nintendo needs to fix its servers...
 

The Mad Hatter

Smash Ace
Joined
Oct 15, 2006
Messages
813
Location
Arkansas (UofA)
It has more to do with what server you are connected through. If two people playing in the same city are connected from a server that is thousands of miles away there will be a delay. Which is 90% of the reason we are having delay problems in the states.
 

Sculelos

Smash Journeyman
Joined
Aug 23, 2005
Messages
496
Location
Wyoming, USA
Yeah the delay kinda blows... having .5 seconds lag time really messes me up with most the characters and I'm forced to resort to noobish tactics to win... not fun in my book. Hopefully they can find a way to get it down to .05-.1 seconds delay with most places in the United States and I'll be perfectly fine with that.

As it is I think I'll just find some real life friends to play against.
 

Scylen

Smash Cadet
Joined
Mar 12, 2008
Messages
28
Location
Texas
Bleh, Virtua Fighter 5 and Tekken 5 don't have it anywhere near this bad. Even Street Fighter 2: Championship Edition on the 360 plays better online. So what's the difference? Dedicated servers? Poor netcode?

I bought the LAN adapter and it has helped a lot, even though my wireless router was only one room away.

I think that we are limited by the slowest player's connection. For example, if I was on a T3 line and I connected to someone using a wireless router located several rooms away, my game would lag. So, both players would need the LAN adapter to see the total benefit. Does that sound right?
 

lengeta

Smash Ace
Joined
Sep 20, 2005
Messages
583
Location
Lehi, UT
Delays are normal, ...if you or your opponent(s) have lower latency. I've played plenty of lag-free matches.

Two other things... Nintendo doesn't use servers to host the games, it's a direct connection between you and your opponent. A LAN doesn't magically bi-pass latency, but a LAN can help immensely if your not getting a good/fast WiFi signal.
 

nytejade

Smash Cadet
Joined
Feb 18, 2008
Messages
30
Location
Taunton, MA
First off, I think it's great that you're trying to help people understand the technology they're using in hopes of addressing concerns they might have concerning performance.

But there are quite a few errors in your assessment.

When you are playing online, if you are encountering a delay on your inputs, this is normal.

This is the result of packets of data traveling through the internet and taking time to be sorted through different routers to the correct destination.
The time the signal takes to reach its destination, usually measured in milliseconds (ms) is "latency". There is practically nothing you can do to lower your latency to a given server, besides switch ISPs (which I wouldn't recommend if you're happy with your current provider).
Depending on type-of-service (DSL vs CABLE) and concentration of users in your area, switching ISP's might actually be very helpful. Cable is a shared-medium, which means everyone who subscribes to the same ISP in your neighborhood is on a shared link. If everyone in your neighborhood decides to start downloading huge files, neighborhood specific routers might find themselves with increasingly filled packet buffers (which means latency will be increased for your packets [longer "input delay" as DarkBridge called it]).

Point is, if there are a lot of HEAVY users in your neighborhood, your connection can greatly suffer if you're on Cable. A solution may be to subscribe to a DSL service.

Some reasons for this latency could be thus:

1. The United States is actually a little bit behind other countries in terms of our country's network/internet connections. Instead of using optical fibers, we are still using older, slower, and lower capacity copper wire. Your friends in Japan may get perfectly playable connections very frequently, because their internet's infrastructure is very good compared to ours.
This isn't true.

In fact, the US has been on a hybrid-fiber network since the early 90's. The internet "backbone" is all fiber. It's true, yes, that the US is FAR behind Japan in terms of network infrastructure. They use some cutting edge technologies which are still very new and being heavily researched. You can look up Optical Burst Switching, and Optical Packet Switching for bleeding edge optical paradigms.

Also, the reason players in Japan don't experience problems with latency isn't because they're using advanced network technology. It's simply a difference in the size of the country.

Source: Wikipedia.org
Japan, total Area: 377,873km^2
USA, total Area: 9,826,630km^2

That is a SUBSTANTIAL difference in size. What this means for online experience: If someone on the east coast is playing someone on the west coast, in the US, there is going to be an unplayable amount of latency. However, in Japan, people from anywhere in the country can play each other and experience minimal latency.

This is another reason online gaming communities in Japan and Europe are MUCH more successful than their US counterparts. Gaming communities, especially competitive ones, become VERY fragmented (east-coast communities, west-coast communities being separate).

2. Packets usually have to go through many, many different routers to get to their destination, since the internet is so vast. It's usually never a straight path to the recipient.
3. The path these packets have to take changes daily due to maintenance of servers, phone lines being down, etc.

Distance is not a good indicator of how playable your connection will be - instead, it will be dependent on how far the packets have to travel to get to your opponent (for example, if you're playing from Virginia, against someone in Florida, your packets might stop by in Texas and Oklahoma first, degrading your connection speed).
You're right that distance alone isn't always a good way to know if you should have low latency with another host, but it is generally good enough. Sometimes a poor route (because of a malfunctioned router) might be the cause of high latency between hosts in neighboring states, but these issues are generally temporary. A good way to solve your latency questions is to run a trace route between you and your host. The following link provides a nice tutorial to trace route under many different operating systems: http://www.exit109.com/~jeremy/news/providers/traceroute.html#running.

If you're in Boston, and playing someone in San Diego, you can be pretty sure that latency will be so high the game is unplayable.

Purchasing a LAN adapter for the Wii will not solve the latency problem.
This should only be a consideration if your Wii and your wireless router are separated by multiple walls and/or appliances operating in the 2.4GHZ frequency range.
When you are setting up your Wii's wireless connection, if you are connecting to a router with three green bars in your connection quality column, you don't have anything to worry about.

So why don't we notice this input lag in other online games?

Other online games, primarily shooters, minimize the effects of lag by only displaying the actions that the server has last received from a player; this avoids input delay for players, and imposes it upon the server instead. For example, if you duck behind a corner to avoid enemy fire, only to be killed a second after you were protected, it is because the server was displaying your character as it was a split second earlier, still in the enemy's sights. The server received the other player's packets from him firing on you before it received the packets that told it you were ducking.
Some games will also use prediction to always try to present an accurate position of a player. If a player is running in one direction, the client might display a few milliseconds of that character moving in the same direction before it receives the packets that would say otherwise - this can result in a player's model skipping or flashing in and out of different spots on your screen, as well as the phenomenon of all players running straight ahead if you disconnect from the server.

Needless to say, these methods would not work well for a fighting game. If Nintendo had used methods similar to these to get rid of input lag, our characters would be struck by hits we didn't see, we would never be able to hit our opponents, or characters would be popping in and out of different places on the screen, completely ruining the experience; delaying input on both sides is the only way to account for high latencies on this game.

Well, that sucks! So there's nothing I can do?

I totally agree. Do not despair, though. Hopefully, Nintendo will increase the performance of its servers, which may help some of us in the United States, or release patches that could change the way the game communicates and improve the experience.

The only thing you can do is make sure your connection isn't busy when you're playing online, and hope you're lucky enough to get into a game with someone who isn't many packet hops from your ISP.

This topic is open to discussion and corrections, especially since I'm not a networking specialist, and some of the descriptions of communications could be wrong.
The rest of this looks pretty good. You're right about the way some games perform "hit detection." The games you find "lag" in use server-side hit detection. Meaning, the client tells the server where it shot, and the server figures out if you actually hit anyone. The games where you don't find ANY lag between pressing the button and firing your gun are using client-side hit detection (lots of console FPS's use this, but most PC games don't). Meaning, the client tells the server when it hits someone. PC games don't use this because it's generally "more buggy." Server-side hit detection is more accurate, but incurs latency at the client.

Also, I could be wrong, and someone who knows please correct me, but I'm almost certain Brawl uses dedicated servers. The random disconnects in-game, and both players having lag justify this.

Just as an aside, I'm a 4th year Computer Science major and I do research in optical burst switched networks.
 

robman1

Smash Cadet
Joined
Mar 14, 2008
Messages
36
wow .4-.5 latency is a lot for a game. Hope nintendo can do something about it.

As far as FPS are concerned .4-.5 means death, haven't played Brawl online yet but I hope its not the same scenario.
 

nytejade

Smash Cadet
Joined
Feb 18, 2008
Messages
30
Location
Taunton, MA
I've been playing online since the Japanese release, and the lag has been the same: tolerable if you're playing people with decent connections who aren't on the other side of the country.
 

GAIDS

Smash Rookie
Joined
Mar 10, 2008
Messages
7
Location
Utah
Wifi Wars has an interesting post on their website about the lag. Apparently one of the guys used tracers to track where all the data was being sent, mind that this was with the Japanese version of the game. But he noted that the information was being sent to servers located in California and seemed to be the same for everyone else. Unless Nintendo decides to put up more servers across the U.S. then the problem will more than likely persist. It probably wouldn't help if the sayings that they are using Gamespy/IGN servers are true either. Anyway for more details on that one go to www.wifiwars.com
 

The 5th Horseman

Smash Ace
Joined
Mar 11, 2008
Messages
626
Location
Tampa, Florida
The delay is not bad for me what so ever. I find it smooth, as though I'm playing single player, but at times when new people come in, they must have a bad connection, because the whole game lags insanely. But I manage. :psycho:
 

DarkBridge

Smash Rookie
Joined
Mar 5, 2008
Messages
24
Location
Viriginia, USA
First off, I think it's great that you're trying to help people understand the technology they're using in hopes of addressing concerns they might have concerning performance.

But there are quite a few errors in your assessment.



Depending on type-of-service (DSL vs CABLE) and concentration of users in your area, switching ISP's might actually be very helpful. Cable is a shared-medium, which means everyone who subscribes to the same ISP in your neighborhood is on a shared link. If everyone in your neighborhood decides to start downloading huge files, neighborhood specific routers might find themselves with increasingly filled packet buffers (which means latency will be increased for your packets [longer "input delay" as DarkBridge called it]).

Point is, if there are a lot of HEAVY users in your neighborhood, your connection can greatly suffer if you're on Cable. A solution may be to subscribe to a DSL service.



This isn't true.

In fact, the US has been on a hybrid-fiber network since the early 90's. The internet "backbone" is all fiber. It's true, yes, that the US is FAR behind Japan in terms of network infrastructure. They use some cutting edge technologies which are still very new and being heavily researched. You can look up Optical Burst Switching, and Optical Packet Switching for bleeding edge optical paradigms.

Also, the reason players in Japan don't experience problems with latency isn't because they're using advanced network technology. It's simply a difference in the size of the country.

Source: Wikipedia.org
Japan, total Area: 377,873km^2
USA, total Area: 9,826,630km^2

That is a SUBSTANTIAL difference in size. What this means for online experience: If someone on the east coast is playing someone on the west coast, in the US, there is going to be an unplayable amount of latency. However, in Japan, people from anywhere in the country can play each other and experience minimal latency.

This is another reason online gaming communities in Japan and Europe are MUCH more successful than their US counterparts. Gaming communities, especially competitive ones, become VERY fragmented (east-coast communities, west-coast communities being separate).



You're right that distance alone isn't always a good way to know if you should have low latency with another host, but it is generally good enough. Sometimes a poor route (because of a malfunctioned router) might be the cause of high latency between hosts in neighboring states, but these issues are generally temporary. A good way to solve your latency questions is to run a trace route between you and your host. The following link provides a nice tutorial to trace route under many different operating systems: http://www.exit109.com/~jeremy/news/providers/traceroute.html#running.

If you're in Boston, and playing someone in San Diego, you can be pretty sure that latency will be so high the game is unplayable.



The rest of this looks pretty good. You're right about the way some games perform "hit detection." The games you find "lag" in use server-side hit detection. Meaning, the client tells the server where it shot, and the server figures out if you actually hit anyone. The games where you don't find ANY lag between pressing the button and firing your gun are using client-side hit detection (lots of console FPS's use this, but most PC games don't). Meaning, the client tells the server when it hits someone. PC games don't use this because it's generally "more buggy." Server-side hit detection is more accurate, but incurs latency at the client.

Also, I could be wrong, and someone who knows please correct me, but I'm almost certain Brawl uses dedicated servers. The random disconnects in-game, and both players having lag justify this.

Just as an aside, I'm a 4th year Computer Science major and I do research in optical burst switched networks.
Thanks for helping me out, Nytejade.

However, is it possible that if I'm in a not-so-well developed area, I could still be running into copper wire on my way to internet backbones?

Also, I'm a freshman in college and haven't declared a major yet; computer building is just a hobby of mine. How has your path in computer science been, do you like it? I've wanted to learn more about networking, and might try it next year after I transfer to a technical school.

EDIT: My original post has been altered a bit to include information from yours. Let me know if there's anything I can do to make it better, and thanks again!
 

nytejade

Smash Cadet
Joined
Feb 18, 2008
Messages
30
Location
Taunton, MA
Unless you're getting fiber-to-the-home, which is only available through Verizon FIOS for consumers at the moment, you're still running through copper. That's why the US infrastructure is called hybrid-fiber. It eventually finds its way to fiber, though.

As far as your choice of major... It really depends what you're into. Computer Science is NOT what it appears on the surface, and it's always had a large drop-out rate for this reason. Most kids think because they play a lot of video games and have put a computer together that they'll do well in Computer Science. The truth of the matter is there's a lot of math and theory in a computer science major. It IS very interesting though, and I'm happy I stuck with it.

I think the best thing to do is talk to some professors at whatever school you're looking into, and talk to some people who have been through the program. If you have any more specific questions feel free to PM me, I'll try to answer them as best I can.
 

launchpadmcqak13

Smash Apprentice
Joined
May 16, 2005
Messages
188
Location
Simi Valley, CA
A few things here, about the LAN adapter helping, my wii was in the same room as my router and the LAN adapter gave me less lag, like .5 sec and no freezing. Before I had more, like .8 and it was freezing like mad.

As far as the servers being in Cali, all of my friends here (most spread from los angeles to san diego) are getting the same lag. So, I don't know if that makes a difference.

The only solustion, (I'm starting to doubt any so called solution) and this is laid out, ironically in the wii help support menu on nintendo.com, is the packet routing. Where you give your wii priority over some 65,000 ports. (making all your other wireless items pretty much unable to function)

People who have done it, and from my count (3) I know personally with the knowledge to screw around with their router to that depth and have done it, have said that it takes away the lag completely. I don't know if I believe them. (they don't play as much as me, maybe they don't notice it because of that)

I don't want to screw with my router, all my other games work with it.
 

nytejade

Smash Cadet
Joined
Feb 18, 2008
Messages
30
Location
Taunton, MA
A few things here, about the LAN adapter helping, my wii was in the same room as my router and the LAN adapter gave me less lag, like .5 sec and no freezing. Before I had more, like .8 and it was freezing like mad.
.5 seconds of lag is HUGE. I'm in Boston, and I generally ping 100ms to california. 100ms = .1 seconds, and that's a LARGE delay. Unless you're having severe network problems there's no way you should be pinging .5 or .8 seconds to ANYWHERE in this country. The LAN adapter isn't going to make a real difference unless there's something really wrong with the wireless hardware in your router, or something is causing insane amounts of interference.

As far as the servers being in Cali, all of my friends here (most spread from los angeles to san diego) are getting the same lag. So, I don't know if that makes a difference.
I don't think there is much truth to this "all servers in one area" thing. If all the servers were going to be in one area, they'd probably be in a central location. Also, my games don't feel like they are in the range of 100ms, more like 50ms. The guy who wrote the article is probably from a location that benefits most from an LA server. I'll try to run some packet traces and see what I come up with. Since I'm in Boston it should provide a clear answer to how server selection takes place.

The only solustion, (I'm starting to doubt any so called solution) and this is laid out, ironically in the wii help support menu on nintendo.com, is the packet routing. Where you give your wii priority over some 65,000 ports. (making all your other wireless items pretty much unable to function)
This will only help if you're running heavy downloads or something similar while you play. Most people shut off downloads/uploads when they start playing. If the only things you have open are AIM/IRC, then that's a TINY amount of traffic that definitely won't interfere with the Wii's traffic.

People who have done it, and from my count (3) I know personally with the knowledge to screw around with their router to that depth and have done it, have said that it takes away the lag completely. I don't know if I believe them. (they don't play as much as me, maybe they don't notice it because of that)

I don't want to screw with my router, all my other games work with it.
NOTHING will "take the lag away completely." Latency is a natural property of networks. Hell, there is latency between your system memory and CPU. There is latency between your computer and your router. There is latency between your router and the Brawl server's router. There is latency EVERYWHERE, nothing will take it away.

I think the BIGGEST problem in this community right now is people have been playing smash for 7+ years with absolutely NO LAG, and now they think something's wrong because they have to learn to cope with it. I know lots of people are having REAL issues, but i'd bet most aren't.
 

Raisinbran10488

Smash Cadet
Joined
Dec 13, 2005
Messages
38
Location
Maryland
I think the BIGGEST problem in this community right now is people have been playing smash for 7+ years with absolutely NO LAG, and now they think something's wrong because they have to learn to cope with it. I know lots of people are having REAL issues, but i'd bet most aren't.
I agree 100%. I got melee shortly after it came out, and still played it somewhat often up until the midnight release of brawl. Needless to say, in this type of genre, i, as well as other people have gotten use to the instant response when we hit the button. This is how it should be, but the bottom line is there will be lag if you play online. It may be bearable, or maybe even unnoticable, but its still there. As he said, latency is always there.

That being said, i think that this type of game very strongly relies on timing. That 200ms lag you have can make the difference more often than you'd think.

You know, now that i think about it, could you imagine how hard it would be to wavedash online, if it was in this game? And how funny do you think it would be watching somebody air dodge over and over unintentionally.
 

nytejade

Smash Cadet
Joined
Feb 18, 2008
Messages
30
Location
Taunton, MA
so having a better internet connection cant help?
It depends on how you define "better." Some people might think going from DSL to Cable will solve their "lag" problems because Cable services generally offer greater speeds. Unfortunately, routing/queueing delay are the main proponents of lag.
 
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