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For me, Brawl had horrible connectivity problems. It wasn't necessarily that multiplayer games were laggy, just that finding them was hard as hell. Once I finally got into a game with someone it was silky smooth as far as lag was concerned. It would take 15 minutes of punching the bag to find one person, and in three days of playing I only once saw a four person match. There was no spectator mode, and no option to opt in to custom levels getting sent to my Wii. Even simply connecting to the Nintendo WFC took about 15-25 seconds.
I fixed this problem, and the fix is pretty simple. In reply.
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If you have a game that needs to send a datagram that is larger than the MTU, it has a number of options including splitting the packet up. If the packet is split, both parts need to make it to the destination and be reassembled by the application layer's UDP protocol implementation (read: game engine) before they can be used.
If upping your MTU to 1500 changed your game performance, then you're probably sending out larger packets which is a good thing. It's plausible that reducing your reliance on packet reordering is what fixed it.
As an aside, I can't figure out exactly what would make a SSB datagram need to be that large in the first place. Isn't it just a 4 player fighting game with a few powerups?
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