I'm starting to suspect there is a client side flinching mechanism as well. In other words, when you're in the flinch animation, the client will not send any commands you give to the server.
Example:
The server sees you get hit at time t = 0 ms. It sends a flinch command to your client.
While the packet is en route, the flinch occurs for 50 ms on the server than ends.
The packet reaches your computer at t = 100 ms. Your computer begins the flinch animation.
Your client prevents you from doing anything for 50 ms to simulate the flinch.
You effectively flinched twice from one hit: From 0-50ms and from 100-150ms.
The reason I think this is true is because when fighting really fast shield-cancellers, there are moments where my attack animation doesn't trigger moments before I am flinched. At the same time, any attacks made during the flinch also never triggers.
ie. I spam the attack button repeatedly in a time interval a brief moment before the flinch up until the flinch completes and no attack animation was ever triggered.
Unless the server flinch is somehow longer than the client flinch, I think the only plausible reason is there's actually two flinch effects.
Has anyone else noticed this or am I just crazy? It would be nice if someone could get this on video with a cam directed at their fingers as well.
I have too low ping to notice this phenomenon, but flinching is something an experienced player learns to manage well anyway.
What you're saying is very interesting, keep on researching it. Given the stupid crap SK's client does, it wouldn't surprise me if you're right in this.