Editing Frame delay

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===Player to Player (p2p)===
===Player to Player (p2p)===
Player to player, a method of online connectivity which connects one player's system directly to another player's system and cutting out a middleware server entirely, is a method that reduces the amount of delay between players in optimal conditions, typically at the expense of a less stable experience if a player's connection suddenly worsens. This is commonly used by competitive players in a ranked or tournament match, especially over long distances such as opposite coasts of America or between a US and European player, as there typically are systems in place to guarantee the best connection possible and no other players to act as variables and potentially ruin the experience.
Player to player, which connects one person's connection entirely to another person's connection reduces the amount of delay between players. This is very common to be used between 2 people on opposite coasts, or between a US and a European smasher.


==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
''Brawl'' Wi-Fi also shows the extent of frame delay. At the side of every person registered using friend codes, after completing at least one match and quitting (not restarting), a large dot will show up, being colored. This dot refers to the person's connection. The color coding from best (3 frames) to worst (more than 15 frames) in descending order is as follows:
''Brawl'' Wi-Fi also shows the extent of frame delay. At the side of every person registered using friend codes, after completing at least one match and quitting (not restarting), a large dot will show up, being colored. This dot refers to the person's connection. The color coding from best (3 frames) to worst (more than 15 frames) is as follows:
*Dark blue
*Dark blue
*Light blue
*Light blue

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