Only some character based action/PSA controlled velocities are what is delayed. The coding that updates your location runs before most of the character physics updates (things like dashing, fall speed, movement from jumps, and momentum add commands like airdodge). It does not affect things like button inputs, action changes, hitboxes, etc. Also note that KB velocity does not fall under that, and air mobility also has no delay (they run earlier than the action/PSA function). Melee actually has the same type of delayed movement on the dash action for whatever reason.



Say a character has a jump startup of 4, the jump has a initial speed of 2, their fall acceleration is 0.1, and n-air hits on frame 3. They jump then n-air after being in the air for 2 frames...



In melee it'd look something like:

Code: Frame Y Movement Action ---------------------------------- 01 +0 JumpSquat (Jump Pressed) 02 +0 JumpSquat 03 +0 JumpSquat 04 +0 JumpSquat 05 +2.0 Jump 06 +1.9 Jump 07 +1.8 N-Air (Attack Pressed) 08 +1.7 N-Air 09 +1.6 N-Air (Hitboxes Start) 10 +1.5 N-Air ...

In PM like this: