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Forcing a disconnect after a game starts will be abused. Having it take LP will be abusive as lag spikes are not always the clients fault. Checking for stability before a match should be something the server checks and if it finds it is too variable it should warn the user so they know not to go online. This could also be accomplished by showing real time ping before the match starts.
Lots of ways to fix this problem, but CAPCOM has to fix it. Nothing we can do.
I wouldn't bother playing this game above 65ms and I often play guys living 1000 miles or more away from me with 40ms-ish ping.
PeerBlock for country filtering/ip grabbing + https://github.com/42Kmi/LagDrop is the way to go. And still, it doesn't help with wi-fi/hardware peasants. They don't match players according to their ping. The vast majority of the player base has remote ICPM ping disabled in their modem/router interface and thus cannot be pinged. My guess is they match people according to their IP location + traceroute (not as precise as ping and would explain why the matchmaking takes about 5-10 seconds once your opponent's IP connects to you).
As for the structure of SF5's multiplayer, I believe its Client / Server using peer to peer. It's a strange customized implementation where the rollback seems to hit the client side only and not the server side when there are network frames dropped and are re-transmitted / replayed.. hence we hear constant reports of the one-sided rollback. There doesn't seem to be any way for the end user to discern who is the "server" and who is the "client" unless you want to packet sniff and use other tools like tcpdump to snoop the datastream. Rollback and match lag conditions are not recorded as part of match replay data making it impossible to gauge match conditions after the fact.
As for any sort of constructive feedback to improve things... thats above my paygrade.
I've had multiple ideas of mine 'borrowed' before and implemented without even as much as a 'Thankyou'. Thats called a learning experience.
There are routers/firmware, which allow this in any game
https://www.youtube.com/embed/mVuDpwRSOug
Additionally some players used PeerBlock to block specific IPs/ranges to avoid rage quitters / and users with fluctuating connections like unstable WiFi, the downside is, it works only on static IPs. Nativ, in-game blacklist has been part of discussions, but the can also open new ways to exploit rankings + in-game FM economy.
Using server sided matches for fighting games is horrible from experience (much lag / desyncs).
SFV is P2P based and falls back to relay server connections only if there is a very restrictive router/firewall (NAT) in place.
I wouldn't play any matches above ping 90 in shooters, ping 50 is ok, in fighters a lower value is desireable, very good connections are around ping 20-35 ms, if you are lucky you can sometimes play with ping 9-14.
A benchmark-test for online gaming like in SFIV, would be desireable in SFV for obvious reasons too.