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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Characters teleporting, combos dropping online but not in training, or rollback you did not have in other fighters?
Marvel Tokon: Fighting Souls is a 4v4 tag fighter by Arc System Works, released on 6 August 2026 for PlayStation 5 and PC with crossplay. It uses rollback netcode, which exchanges inputs once per frame at 60 frames per second. This test sends 60 small packets per second, the same pattern. Rollback can hide a steady ping well. It cannot hide packets that never arrive.
What this test sends: 60 packets per second of 40 bytes, matching Marvel Tokon: Fighting Souls rather than a generic ping. verified
Arc System Works fighter with rollback netcode: one input exchange per 60 fps frame, the same model as Guilty Gear -Strive-.
Run the test above for at least 60 seconds. Here is what each number means for this game specifically.
A lost input forces the game to guess and then correct. You see that as a character jumping into a different position. Even 0.5% loss produces visible rollbacks.
A frame lasts 16.7 ms. Jitter above 8 ms means inputs regularly arrive a frame late, and the game rolls back more often than the ping alone would require.
Rollback handles a steady ping well: 60 ms feels close to offline. Above 120 ms rollbacks become visible in fast exchanges.
What you see in game, and which number on this page explains it.
| What you see in Marvel Tokon: Fighting Souls | Look at | What it means |
|---|---|---|
| Character jumps to a new position | loss | An input was lost or late, and rollback corrected the screen. |
| Combos drop online only | jitter | Inputs arrived a frame late and the timing slipped. |
| Everything feels slightly delayed | ping | High ping increases the rollback window. |
| Only crossplay matches are bad | server | The opponent's machine or line; a clean chart here clears yours. |
Rollback netcode lets the game run without waiting for the opponent's input. It predicts the input, and when the real one arrives and differs, it rewinds and replays the last frames. With a steady ping this works so well that matches feel nearly offline.
Packet loss is different. A lost packet means the input only arrives with the next one, a frame or more later, and the game shows a larger correction. That is the teleport players describe. Jitter does the same on a smaller scale: an input that is late by one frame forces a rollback that a steady connection would not.
In a 4v4 tag fighter with assists, a lot happens per frame, so corrections are easy to see. Before ranked, check this test: zero packet loss and jitter under 8 ms matter more than a low ping.
Training mode is the reference. If a combo works offline and drops online, the difference is the connection, yours or the opponent's. Run this test before a session: a clean minute with zero loss and jitter under 8 ms means your side is fine. Any rollback you then see comes from the opponent or from crossplay, and the fix is a different opponent or crossplay off, not a new router. Your setup is only the suspect when the chart says so.
If the chart above shows packet loss or high jitter, work through these in order.
The Symptom: Rough matches mostly against PC players.
Reviewers reported choppy online play on PC at launch, and a PC opponent whose frame rate drops causes rollbacks for both players. If your chart here is clean, turn off crossplay for a few matches and compare.
The Symptom: Rollbacks when your PC stutters.
On PC, a frame rate that dips below 60 delays your own inputs and causes rollbacks for both players. Cap the game at 60, close heavy background apps and let shader compilation finish before you queue.
The Symptom: Random large rollbacks.
Wi-Fi bursts cause sudden multi-frame rollbacks. Fighting games are where a cable makes the clearest difference.
The Symptom: Matches get worse when someone streams.
A full router queue adds jitter to every input. Pause downloads, or turn on SQM or QoS.
The Symptom: Only some opponents are bad.
If this test is clean and only certain matches roll back, the other player's line is the cause. Prefer opponents with a good connection rating in lobbies.
Yes. It exchanges inputs every frame at 60 frames per second and corrects the screen when a late input arrives.
Players reported more rollback in early matches, especially in crossplay with PC. Check this test first: if it is clean, try turning crossplay off.
Under 60 ms feels close to offline. Up to 120 ms is fine with rollback. Packet loss matters more than ping.
Yes, online play on PC requires a PlayStation Network account.
It works, but it is the most common cause of sudden large rollbacks. Wi-Fi drops packets in bursts, and rollback shows each burst as a jump. For ranked, use a cable.
Rollback reacts to late inputs, not to high ping. Jitter and packet loss make inputs late. A 30 ms ping with 15 ms jitter can roll back more than a steady 80 ms.