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==In ''Super Smash Bros. Ultimate''== | ==In ''Super Smash Bros. Ultimate''== | ||
While ''Ultimate'' retains the buffering system from ''Smash 4'' (albeit with the window reduced to 9 frames), it also introduces a second universal buffering system: holding an input through the end of a previous move's animation will now cause the held input to be buffered. This type of buffering has always | While ''Ultimate'' retains the buffering system from ''Smash 4'' (albeit with the window reduced to 9 frames), it also introduces a second universal buffering system: holding an input through the end of a previous move's animation will now cause the held input to be buffered. This type of buffering has always existed for actions such as walking and shielding but ''Ultimate'' makes it a universal mechanic for any animation. The input can be made as early as desired, but must be held until the standard 9 frame buffer window is reached.<ref>https://smashboards.com/threads/ultimate-buffering-system.465269/</ref> For example, holding the forward smash input the entire time after using a recovery onstage will result in it charging when the character lands. This can also cause other negative side effects while bringing its own advantages, such as making buffered airdodges more likely, but also making the online mode have more consistency in inputs. | ||
==Videos== | ==Videos== |
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