![cloud smash ultimate frame data cloud smash ultimate frame data](https://ultimateframedata.com/hitboxes/cloud/CloudUThrow.gif)
If the laggy player is the host of a multiplayer game however it will affect everyone and the whole match will be a lag-fest. In the worst case the laggy player loses connection and disappears from the match while the rest continues on. With peer to peer if the player with the bad connection isn't the host themselves it won't affect the other player's (except for his own character showing lag). With more players than 1v1 a dedicated server can be useful for the other players since their inputs gets updated at the speed of their own connection to the server rather than the speed of the host's connection. Surely someone at NOA knows how annoying this service is when the only thing that works exceptionally well is the Cloud Save feature.įrankly for 1v1 a server would add latency.Ī bad internet connection will always make that player lag and in the worst case jump around the screen.
Cloud smash ultimate frame data upgrade#
I have a feeling they know of western reception already, but why they don't just upgrade it so it works worldwide/the NES/SNES stuff is more frequent, IDK. I know that nobody seemed to be fond of HORI's setup or the one NES/SNES game a month deal they planned back in 2017, so that may be why those two things improved. (JPN vids do get some dislikes from westerners looking at those vids, obviously)Īs for the phone app, Again, I only know what I saw from the reactions to the NES app, but the idea of VC seemed to be well-liked over there due to how phones were common and how everyone had it at the ready, so it was easy to set up. That also explains why all the likes on the JPN videos outpace the dislikes, while in the US videos they're universally panned.
![cloud smash ultimate frame data cloud smash ultimate frame data](https://i.ytimg.com/vi/asqnV2DSW7s/maxresdefault.jpg)
My guess is that since Wii U/3DS VC games bombed VERY hard in Japan (if it wasn't a first party game, it barely charted and almost no miiverse posts were ever made for any community save for foreigners begging for it to come out over there) they went with the NSO/Classic model so that the people in Japan would be more willing to buy games in bulk rather than by piece, whereas over here VC sold a ton, with NA being the most successful region for that stuff. I know when the NES app was announced, I browsed Twitter and saw what the Japanese thought of it (since I found it stupid how everyone got the same games in a month, and only 3 at that while Wii U VC got a bunch weekly over in Japan) yet somehow they really liked it due to nostalgia, famicom controller, and online play. For the most part, Japanese reception is far better than everywhere else. People just want them since the word server makes people think "performance upgrade" which is what NSO needs most.Īnd yes. Honestly, I don't think servers would mean anything either. If we receive any official comment, we'll be sure to let you know. We've reached out to Nintendo for comment on this matter. Unfortunately, it seems Nintendo decided to sweep the issue under the rug, and present it as something else. Nintendo hasn't commented too much on those requests, but now the problem was front-and-center during one of their own tournaments. Plenty of other people have commented on lag issues with the game, asking Nintendo to fix things up, or work on a completely different online solution.
![cloud smash ultimate frame data cloud smash ultimate frame data](https://ultimateframedata.com/hitboxes/cloud/CloudBladeBeamLimit.gif)
Nothing deal-breaking, but definitely noticeable for a second or two. I've experienced a tiny bit of lag when I played Smash Bros. The thing is, all evidence points to that not being the case. That's when we hear that the lag seen on-stream wasn't actually being experienced by the players themselves.
![cloud smash ultimate frame data cloud smash ultimate frame data](https://3.bp.blogspot.com/_annTPGBcsB4/S6bvxB2KRaI/AAAAAAAADKY/mvAyull2-yY/s400/model-d-9.jpg)
When the lag became an issue, Nintendo cut away from the action and turned the camera to the commentary team. It wasn't so much the gameplay issue that caused an uproar, but instead, how the situation was handled.Īs you can see in the clip above, there was a bit of lag during Nintendo's most recent Smash Bros. As you might have heard, Nintendo has come under fire this weekend due to some issues with the Super Smash Bros.