
Fighting game players have always cared about latency on the systems they play on, and now it’s easier than ever to get the precise data on the amount of lag present (at least for those with the technical know how).
2XKO recently launched in full this month finally including the PlayStation 5 and Xbox Series X|S in on the action, so how does the League of Legends fighter stack up in terms of lag?
Latency expert Nigel ‘Noodalls’ Woodall has completed his input lag experiments for 2XKO across all available systems, which means we can get those answers.
Unsurprisingly, the PC came out on top in terms of latency though the consoles aren’t too far off the mark either.
On PC, 2XKO came out to 88.46 ms in Woodall’s tests that equates to 5.3 frames of delay from when a button is pressed to it registering on the screen.
The next in line was actually the Xbox Series S at 92.92 ms or 5.6 frames.
And then the big brother Xbox Series X came in third at 96.24 ms or 5.8 frames, so they’re nearly all identical.
Finally, the PS5 showed the most discrepancy with the first test coming out to 105.34 ms / 6.3 frames and the second test coming out as 95.39 ms / 5.7 frames, so it can range from being on par with the Xbox to slightly slower.
These numbers overall are a bit higher than what we expect out of a modern fighting game, which is about 4 frames or less, but Noodalls can account for that potentially.
In his tests, Woodall noticed the difference in command history used and an animation starting is 1 frame, so you could take that off and make the average around 4.5 frames across the systems.
While this is still higher than many of its competitors, this appears to have been done at least partially on purpose.
https://t.co/FtqQhRpDFr pic.twitter.com/Azc0oEEStu
— Nigel Woodall (@noodalls) January 21, 2026
Riot Games previously discussed these topics where they revealed they added a fixed 3 frames of delay to all inputs both offline and online so the game performs more consistently and minimizes rollbacks.
On top of that, the devs also “invested heavily in frame-pacing” while making the game to help make 2XKO feel nearly identical between all systems, which they seem to have done a pretty good job on.
That approach, however, has led to some issues from trying to keep the input lag as low as possible.
Riot recently confirmed they are working on the screen tearing issues present on the console versions of 2XKO from seemingly being caused by VSync turned off forcibly.
For comparison to other recent titles, Noodalls found Fatal Fury: City of the Wolves to have 45.77 ms / 2.9 frames of lag on PS5 after some updates, Street Fighter 6 had 56.56 ms / 3.53 frames on PS5 and Tekken 8 came out as 61.87 ms / 3.7 frames on PS5, so 2XKO is lagging behind a little bit (pun intended).
It’ll be interesting to see if and how Riot could end up lowering the latency in 2XKO further, but at least all of the systems are pretty close together in performance currently.
