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===Multiplayer modes=== Fighting games can support a two-player duel, sometimes by letting a second player challenge the first at any moment during a single-player match.<ref name="ashcraft90" /> Some games allow four-player simultaneous competition.<ref name="gamespotsmash">{{cite web | author = Anderson, Lark | url = http://uk.gamespot.com/wii/action/supersmashbros/review.html?tag=summary;read-review | title = Super Smash Bros. Brawl Review | website = GameSpot | date = March 8, 2008 | access-date = February 2, 2009 | url-status = dead | archive-url = https://web.archive.org/web/20090210125316/http://uk.gamespot.com/wii/action/supersmashbros/review.html?om_act=convert&om_clk=gssummary&tag=summary%3Bread-review | archive-date = February 10, 2009 }}</ref> Uniquely, the ''Super Smash Bros.'' series has allowed eight-player local and online multiplayer matches, beginning with ''[[Super Smash Bros. for Nintendo 3DS and Wii U|Super Smash Bros. for Wii U]]'', though many classify the series as the [[platform fighter]] subgenre due to its deviation from traditional fighting game rules and design. Several games such as ''[[Marvel vs. Capcom]]'' and ''[[Dead or Alive (franchise)|Dead or Alive]]'' have featured teams where players form "tag teams" to fight duels, but a character may be swapped by a teammate.<ref>{{cite web | author = Zdyrko, David | url = http://uk.ps2.ign.com/articles/163/163946p1.html | title = Tekken Tag Tournament | website = IGN | date = October 23, 2000 | access-date = February 2, 2009 | archive-url = https://web.archive.org/web/20080211230621/http://uk.ps2.ign.com/articles/163/163946p1.html | archive-date = February 11, 2008 | url-status = dead }}</ref> Some fighting games offer the endurance challenge of a series of opponents.<ref name="DOA4" /> Online games can suffer [[Lag (video games)|lag]] from slow [[data transmission]], which can disrupt split-second timing.<ref name="DOA4" /><ref>''Arcade Mania!'', p. 108.</ref> This is mitigated by technology such as [[Netcode#Rollback|rollback netcode]], often implemented using the open-source library [[GGPO]], which synchronizes players by quickly rolling back to the most recent accurate game state, correcting errors, and then jumping back to the current frame.<ref>{{Cite web |last=Pusch |first=Ricky |date=October 18, 2019 |title=Explaining how fighting games use delay-based and rollback netcode |url=https://arstechnica.com/gaming/2019/10/explaining-how-fighting-games-use-delay-based-and-rollback-netcode/ |access-date=May 19, 2025 |website=[[Ars Technica]]}}</ref> Such games include ''[[Skullgirls]]'' and ''[[Street Fighter III: 3rd Strike|Street Fighter III: 3rd Strike Online Edition]]''.<ref>{{cite web|access-date=April 23, 2011|url=https://www.gamedeveloper.com/business/interview-how-a-fighting-game-fan-solved-internet-latency-issues|title=Interview: How A Fighting Game Fan Solved Internet Latency Issues|website=[[Gamasutra]]|archive-url=https://web.archive.org/web/20110425150653/http://www.gamasutra.com/view/news/34050/Interview_How_A_Fighting_Game_Fan_Solved_Internet_Latency_Issues.php|archive-date=April 25, 2011|url-status=live}}</ref><ref>{{cite web | url= http://shoryuken.com/2011/06/06/street-fighter-iii-3rd-strike-online-1st-trailer-and-screens/ | title= Street Fighter III: 3rd Strike Online β 1st Trailer and Screens | first= Adam | last= Heart | date= June 6, 2011 | work= Shoryuken | access-date= June 6, 2011 | quote= Street Fighter III Third Strike Online Edition will be using GGPO netcode ... | archive-url= https://web.archive.org/web/20110608025320/http://shoryuken.com/2011/06/06/street-fighter-iii-3rd-strike-online-1st-trailer-and-screens/ | archive-date= June 8, 2011 | url-status= live }}</ref>
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