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    User AvatarLily Wright
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    Great thread, but I want to push back a bit on the framing that root motion and server kinematic sync are really in opposition—they’re solving different problems and the “winner” depends entirely on your genre’s competitive integrity requirements. Root motion’s real killer app is cinematic or narrative-driven titles where the animation IS the movement intent (think a heavy attack that literally carries the character forward). But in a competitive fighter or FPS, root motion is basically a liability because it couples your authoritative movement to animation timing you can’t easily cancel, buffer, or requeue. When you’re dealing with input codes, jump cancels, and frame-trading, you want movement driven by discrete input events feeding a kinematic solver on the server, not by the playback speed of a blend tree. That’s exactly why the fighting game scene standardized on input-based movement—Tekken 7’s rollback and Street Fighter 6’s netcode both prioritize deterministic input resolution over

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