So What’s the Deal with Rollback Netcode, Anyway?

Critically acclaimed fighter King of Fighters XIII is being rereleased with the subtitle Global Match on the Nintendo Switch and PlayStation 4. Aside from the gorgeous rotoscoped sprite work and deep combo system, the main selling point of the new release is the implementation of rollback netcode to the great joy of fighting game fans across the world.
To non-fighters, it may seem odd that a change in a game’s netcode is met with so much excitement, but the shift towards rollback netcode helps address one of the biggest issues with online fighting games.
The ideal for all fighting games is for online play to get as close to offline play as possible. This is complicated by a myriad of factors, such as bandwidth, the use of a wired connection instead of wi-fi, and more. The old industry standard for this was delay-based netcode. Delay-based netcode works by delaying the frames of inputs by the same amount so that they can theoretically occur at the same time.
The word theoretically is doing some heavy lifting in the previous statement. It would be fine if everyone’s internet connection were the same all the time, but we all know that isn’t the case. The differences in ping can cause the frame delays to fluctuate rapidly, and that can lead to increased slowdown and freezing. It obliterates any semblance of consistency compared to offline play. Combo routes that are easily performed online are suddenly dropped all because an input came out later than it should have.