Player not Authority for self

Ok, so this means controls such as Jump or Walk Forward get sent as events to the server, the server moves the player, and then the player’s client gets the changes.

Is this responsive over the iNet?

Is there some way to get instant response on the client, and then ignore or sync up later with the server’s idea of reality?
(Or maybe tell the server what the client expects so in effect the client is the authority?)

Such control events are fine for things like throwing a grenade or picking up an item to inventory, but what about Jump, Strafe, and such that should be super-responsive?