I had to actually register this comment offended me so much. You have no idea what you're talking about here. As a game dev, and someone that has written some netcode (although not rollback) it is way easier to write a rollback netcode for a game with sprites and keyframes, then a game with 3D models, animations, particle effects, cloth simulations and all sorts of other things that can't have their states calculated in real time for a rollback. If you applied the same concepts skull girls used to street fighter v it would look so jank and broken. You cannot equate these things.