>>719921734
It inherently does, though. It's just that in shallower the games -- those in which players tend to spam rote BnB's, compounded by overbearing universal mechanics dictating play -- the dropped inputs are more accurately compensated for by the code, and for the self-explanatory reason that there are less permutations for it read on the fly. Conversely, in a deeper fighter, someone doing a lot of diverse shit and playing on reaction -- who won't likely be doing the same things over and over -- roll-back will more often get things wrong when it does have to step in. Something like Third Strike would not fair as well with roll-back as Wakanda Slider 6 would -- e. g., a 2-frame parry would not likely be accurately simulated if the input were dropped; while a mashed counter-Drive Impact would.
In the exampled game, I've had a few hundred-millisecond-plus lag games against chinks (forced to play them because of Crapcom's retarded "yellow flag" system not discriminating pre-match crashes from mid-bout ALT-F4's), where I've had landed command throws cut mid-animation and turn into my character being thrown! That is roll-back in extremis -- where the lag is so much that it, literally, just "guesses" incorrectly... And, yes -- as implied, I don't rote spam shit when I do play (Manon) that god-awful game; rather, I play "old school" and react to whatever they do to me... Hence, getting / seeing the rough end of the roll-back stick more often than the average baby controls Ken user would.