Dakanya, that's not how Caster works. Kryo, the answer is yes but there's no (remotely easy) way to do it deliberately without causing the game to obviously lag like shit. I'm about 99.99% sure that such things are not intentional.
So, to answer both of your questions.
Does the current version of caster allow frame skip and if so, are there people who really want to win desperately enough to use it to fuck people up?
MBAC does NOT skip frames. However, it does render them really really fast. Basically, MBAC's timing loop is such that it tries to 'catch up' if one frame takes too long, such as when it has blocked waiting for data from the other player, so it does two frames at once and the second frame will happen at the same time as the first. The game will still display that you're running at 60fps, which is true, it's just that it's not telling you how those frames are distributed, which is bad. Fixing this is
extremely non-trivial - I should know, I tried to do so without causing the game to break into a thousand pieces. Remember that build I had that sucked everyone's CPU like crazy and caused like a third of the players to not even be able to play with the mystery 'changed internal timing loop' change? Yeah, that one. Melty's code is pretty hilariously bad when it comes to strict timing.
It's an artifact leftover from the fact that this is a port of an arcade game, so what you might try is forcing vsync/vertical sync on at the video driver level. I am not sure if this will work or not, but it will at least force the display to render on a specific beat and delay as necessary.
IIRC you can set your own frame skip just by hitting #s and it will only effect your client. Caster magic hax ??
This is not frame skip. This is frame delay. There is a world of difference.
Delay works by making the buttons you press happen on later frames. So 6 delay means that any buttons you press will take effect 6 frames later, or 16.6667*6 =100ms later. Lowering your delay too much will cause clients to have trouble keeping up and will cause lag, same as packet loss. Combine this with the previous bit regarding frame rendering and you've got that phantom input delay shit I tried to fix, however
such lag is bidirectional and both players will be affected!!!!! Having it unnecessarily high will feel like playing in mud.