you're talking about the input delay?
was that really a hitstun coding error, Iblis?
Smooth Criminal
I remember reading it somewhere. I could always be wrong and if someone were to challenge it I would retract it because I don't feel like looking it up. I might tomorrow. Too tired today.
Input delay? Do you mean the buffering?
One sec.
Dawn.
At :08, Inui Ukemi'd to roll over and Utilt Zeton vs. 1:01 where Zeton just faceplants into the platform. It forces the opponents reaction time to be faster to punish you/read you.
*Read - Just another term for guessing or knowing off a pattern what your opponent next move is usually ends in a punish/better stage control/zoning
*RPS - Rock Paper Scissors. Unforunately, this RPS situation is rigged in favor of the person who isn't in the lay-down position or Ukemi'ing because they have access to all their characters options. They can hardly be punishing for guessing wrong unless they over-commit or eat a get-up attack. A really good example of RPS is when Snake does his Dthrow. All he has to do is guess what get-up motion you are going to do to punish you while you are hoping he guesses wrong. It's really rigged in Snake's favor because his Ftilt covers all your options already, your get-up, your get-up attack, and with a little movement, your roll away either direction.
I hope this clears up what I was talking about.
EDIT: L-Canceling is lag canceling. The lag that you receive when landing while preforming an aerial. It cuts it in half(?) I believe in Melee and something like that in 64. Just press the shield button upon landing with an aerial attack.
Brawl
kinda had L-Canceling but not really. We have auto-canceling where some aerials during certain frames if landed on the ground had less landing lag than during other parts of the move or it completely cut out the landing lag.
Marth is good character to see what I mean.