Mashing is rarely a concern in fighting game cheats, it’s either inhuman reactions (hard to distinguish from a lucky guess) or always guessing right on plus/oki situations.
More complex cheats don’t activate every time; it’s basically impossible to measure whether your opponent in Street Fighter has a “auto perfect parry 15% of the time” cheat running.
Just decide that more than X inputs per second equals cheater, and measure that on the server side. No need to riddle users systems with code waste.
Mashing is rarely a concern in fighting game cheats, it’s either inhuman reactions (hard to distinguish from a lucky guess) or always guessing right on plus/oki situations.
More complex cheats don’t activate every time; it’s basically impossible to measure whether your opponent in Street Fighter has a “auto perfect parry 15% of the time” cheat running.
Correct, it’s impossible. And anticheat will not help with identifying such complex cheats.
You can mash fighting game inputs pretty hard. That’s too simple of a solution.
You can also mash them without doing much work with your fingers, and no kernel level anticheat will detect that. If you really want, that is.