At its core, netcode is simply a method for two or more computers, each trying to play the same game to talk to one another over the Internet. While local play always ensures that all player inputs arrive and are processed simultaneously, networks are constantly unstable in ways that the game cannot control or predict. Information sent to your opponent may be delayed, out of order, or lost entirely depending on dozens of factors, including physical distance to your opponent if you are on a WiFi connection and whether your roommate is watching Netflix.  Playing online games is nothing new, but fighting games have their own set of unique challenges. They tend to involve direct connections with other players, unlike many other popular genre games, and low and persistent latency is crucial because muscle memory and reactions are at the heart of virtually every fighting game. As a result, two prominent strategies for playing online fighting games emerged: delay-based netcode and netcode netback.
There is a renewed sense in the fighting game community that kickbacks are the best choice and fighting game developers who choose to use slow-based network code prevents the growth of the genre. While people have been suffering from this topic for many years, disappointments continue to rise as new ones, otherwise excellent games often have a poor online experience.
There are relatively few easy-to-follow explanations of exactly what a netback netbox is, how it works, and why it's so good to hide the consequences of bad connections (though there are some). Since I think this topic is extremely important for the future health of the fighting game community, I want to help break down some misconceptions about harmlessness and explain both strategies thoroughly so everyone can be informed while discussing. If you stick to the end, I'll even interview some industry experts and community leaders on the subject!
However, before we break down the details, let's clarify one thing.
Why should I be interested?  Both companies and players must look after the good netcode, as online gaming is no longer the future – this is the present.
While most other video game genres have been this way for a decade or more, fighting game developers seem to be resilient to embracing online play, perhaps because of the genre's roots in offline settings such as arcades and tournaments. Playing offline is great and there will always be significant value in the fight against gaming, but it's just the reality that a large percentage of player base will never play offline. For many anti-game fans, the game online is the game, and bad online prevents them from getting better, playing or recommending their friends' games, and ultimately makes them go to do something else.
Even if you think you have a good connection or live in an area of the world with a solid internet infrastructure, a good netcode is still a must. Plus, lost or delayed information happens on a regular basis even on the best networks, and bad network code can actively prevent matches, no matter how smooth the conditions. Good network code also has the advantage of connecting regions at greater distances, effectively integrating a global player base
What about those who never play online because they prefer to play offline with their friends? The healthy ecosystem that a good netcode creates around the game is beneficial to everyone. There will be more active players, more chances to consume content for your favorite game – from technology videos to watching online tournaments to expanding the strategy of less used characters – and more excitement about your game play in the FGC community . Despite the Killer Instinct pedigree as an excellent game, there is no doubt that its excellent network return code has played a huge role in the sustainable growth of the community.
Good questions about net code, period. Let's talk about this.