From work on Project:M http://www.smashmods.com/forum/thread-5997.html
I don't think many people knew about this being in Brawl (I sure didn't lol), so I figured I'd share the news. Brawl randomly delays inputs for up to two frames from the time they are inputted. Probably explains why we have a buffer, not just for online play but to prevent randomly dropping combos with a tight window frame after they're started.
EDIT: info from dettadeus on how this plays out using Dolphin's frame advance.
So wii-motes were really geting like 6 frames of input lag since its wireless has like 4 frames lag + brawls input delay? 0_o wow.
Yes, wiimotes were seeing 2-4 frames of lag removed when we tested
I don't think many people knew about this being in Brawl (I sure didn't lol), so I figured I'd share the news. Brawl randomly delays inputs for up to two frames from the time they are inputted. Probably explains why we have a buffer, not just for online play but to prevent randomly dropping combos with a tight window frame after they're started.
EDIT: info from dettadeus on how this plays out using Dolphin's frame advance.
Discuss.Alright, I just did a bunch of testing in Dolphin's frame advance with Ice Climbers (Jab) and Meta Knight (Dtilt).
I'm assuming there's just a flat delay for inputs in Dolphin, since the soonest I could ever get an input to come out was the 2nd frame after the frame I input the attack on.
The way I counted was this (I made the attack input for only the first frame, then released it the second):
Frame 1: Attack Input
Frame 2: No Attack Input 1
Frame 3: No Attack Input 2 (earliest attacks could come out for me in Dolphin) [Counting as 0 Frames Lag]
Frame 4: No Attack Input 3 [One Frame Lag]
Frame 5: No Attack Input 4 [Two Frame Lag]
Frame 6: No Attack Input 5 [Three Frame Lag]
I got by far the largest number of attacks coming out with one frame of lag, nearly double the number I got with any other frame, with both Ice Climbers and Meta Knight. At about half the number was 0 frames of lag, and I only got one or two attacks coming out after two frames of lag.
Oddly enough, one time MK's dtilt came out after No Attack Input 5, meaning it would've had 3 frames of lag, but I'm discounting that as an error for now.
What I found most interesting was that it wasn't particularly random. There would be long sequences of attacks where there were 0 frames of lag, then a large sequence with 1 frame, then another long sequence with 0 frames, etc. There were a few instances where there were only two or three consecutive attacks with the same amount of lag.
Also, the few times I actually looked for it, Nana always had the same number of lag frames as Popo did; her attacks would always come with her usual input lag after Popo's lag was taken into account, although if I tested more it's possible there could be some instances where Nana lags after Popo does.
EDIT: Just tested a bit more. Still getting 1 frame a majority of the time regardless of the animation (I tested MK's shield this time) but I also got... A chain of 8 inputs stuck at 2 frames of lag doing Icies shield, followed by a 0-frames lag shield.
Hope to god you don't ever randomly get 2 frames on one of your inputs because it's going to stick for a while.