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Fighting games on the other hand are entirely peer to peer- no intermediary server involved.
Netcode functions differently at a fundamental level because of this key difference.
In fighting games, the closest concept to that is game states for rollback. By default, whenever there's a desync/missing input, rollback netcodes assume the opponent is doing the same action as on the previous frame. Then, if it turns out the late inputs are different, the game will fix what's on-screen accordingly.
pretty sure cod and tarkov are peertopeer (1 player hosts everyone else connects to them)
SPECULATUON WARNING
However, if I had to hazard a guess as to how it works, the "host" is the primary game state that sends updates to the players connected to the host. In fighting games, it's a mutual connection where both peers have their own game state and are updating each other (thus being susceptible to stuff like desyncs).
In this way, the way the netcode functions is still fundamentally different even if the type of connection is the same.
However, as stated, this is all speculation and me talking out of my ass because my 15 minute break isn't long enough to actually go research this ♥♥♥♥ so maybe I'm just a dummy spouting misinfo on the internet.