While you can't see exactly what your connection is, as long as you're wired and have good service you should be fine
And clashing attacks are kinda easy to figure out. Here's the ways that your attacks can be beat out/overridden in neutral from up close:
1)Speed. Speed is generally the number one thing, if your opponent is using an attack that's faster than yours, you'll be most likely to be beat out. If you're at a disadvantage and even if you use a fast attack, you're still gonna likely be beat out unless you can either use an attack that's quick enough or if you use an attack that crushes you're opponent.
An example would be if you're Kasumi versus Phase 4:
1)
Kasumi does 6K to
. Phase 4 takes the hit and Kasumi is now at +9.
2)
is at -9 in that instant so she she has two choices, she can do P or she can use 214P against Kasumi who is gonna use her 18i Fatal Rush.
3)
uses her 18i FR(YEAAAHHH?!) and you as Phase 4 use her 9i P strike. You're gonna lose since in that instance because Kasumi is at +9, her FR is virtually a 9i frame attack and Phase 4's 9i attack in that instance is 18i because she's at -9 disadvantage.
4. HOWEVER if you chose instead to use 214P which crushes highs with the right timing, you'll avoid the high FR no matter how slow the high crush is(although in some cases it does depend since some attacks will only be considered crouching or jumping at a specific frame, but some attacks like Phase 4's 2H+K are considered crouching even during start up. There's also mid strikes in the game like nico's and kula's 1K, Mai's 2P+K, Kasumi's 33P(although it's slow and leaves her BT), Hayate's 1K, Marie Rose's 3H+K, and many more that can be used to beat high strikes but typically these attacks are unsafe and punishable in some way. People usually use these against faster characters as a get off me move
2). Another factor is power, if an opponent uses a an attack that is the same speed as yours, you're either gonna both take a hit or the stronger attack will override and win the trade.
3) An example would be
and
4) Kasumi uses her 4P which is 12i and Momiji uses her 7K which is also 12i. Guess who wins??
5)Momiji wins the trade with no dual double hit since her 7K is stronger than Kasumi's 4P so Kasumi is gonna be floored.
6)Then finally the last factor is indeed the hit box or crush in some attacks.
has for example 33P which can crush highs and mid punches so the best way to go around that is using attacks that won't be beat by that crush even tho it doesn't look it can crush. The attack is 16i and crushes high and mid punches so in that instance as Kasumi you can use 3K or 6K to beat it out for a CH.
7) Another special way is attacks that have special sidestep properties. Kasumi would be a good example here: She has a 44P that sidesteps non tracking attacks and if it lands it'll blind stun on CH giving her +44 frame advantage. The attack however is weak to offensive holds and is a high but it's safe. Other characters like Christie also have special stances that can avoid linear attacks too, although in Christie's case she's able to avoid highs AND non tracking moves with hers.