If you've never been frustrated with Tekken's netcode, you probably haven't ever played Tekken. Everyone wants rollback, and we supposedly had in Tekken 7 despite the netcode being indistinguishable from any delay-based fighting game.
The excuse for poor netplay almost always revolved around how difficult it would be to implement rollback in a 3D game, but is it really?
Not according to Adam Heart, that you might also know as Keits. To briefly remind people of his credentials, this man worked on one of the first games to feature pristine, buttery smooth implementation of rollback – Killer Instinct. He also worked on Dive Kick and worked on Rumbleverse, a third person action battle royale game that was taken from us way too soon.
Suffice to say, he knows what he's talking about. In fact, he's one of the major reasons why anyone in this community even has any idea about how rollback works exactly.
Moving on to the point, following the coverage of Tekken 8, netcode received mixed responses. Some found it smooth, others ran into lots of issues and artifacts. Obviously not something to be happy about, a good netcode should be consistently good.
Following that, people started making a preemptive excuse for the product that they paid money for, saying that it's just too difficult to implement rollback in an incredibly complex 3D game, something that Harada somewhat suggested in one of his older Harada's Bar videos.