Essentially yes, if there isn't any state checking, it doesn't even require something dramatic to desync the game. A single dropped input can make all the difference. Here's an example;Wouldn't that lead to inputs being read, but if the animations aren't timed the same.. interractable desynch, transition off B3's desynch, and will probably desynch special move cancelling, depending on how the netcode handles that?
You throw a fireball, I read it and make a jumpin punch combo. But lets say the uf got dropped. Well in my game, I jumped over your fireball, punished you, did a bnb. In your game, I stood there for a second, then did a raw punch and got hit in the face by a fireball. And then, because the game was still picking up my inputs that I thought were comboing, it just looks like I did a string of random attacks from full screen.
Neither of us knows the difference, because its not like the game dropped, but both of us are now seeing wildly different events. This is where state checking comes in.
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