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The '''buffer''' is a mechanic | The '''buffer''' is a mechanic which allows users to successfully input actions before they can actually be executed, causing the inputs to be carried out the first frame possible, without requiring a frame perfect input. The mechanic has existed in some form in every [[Super Smash Bros.]]'' game, along its presence has varied from game to game. In the context of ''Super Smash Bros'', buffer allows players to have a considerable amount of time to perform actions or techniques which would otherwise require frame-perfect precision, and can be used in [[combo]]s to minimize the opponent's opportunity to escape from [[hitstun]]. Buffer is not a mechanic exclusive in the Super Smash Bros. series, with numerous video games from various genres also having some sort of buffer system (including various traditional fighting games). While buffering has always existed within the Super Smash Bros. series, it did not become a universal mechanic until ''Brawl'' and its functionality has changed in each game. | ||
There are negative effects to buffered inputs. Buffering may lead to unintentional attacks that carry out (e.g. attempting to buffer a [[jab]] nearby the [[ledge]] while [[shield]]ing, which would result in using a [[neutral aerial]] off the stage). This kind of situation can be deadly to characters with laggy aerials, such as {{SSBB|Ike}}, whose recoveries do not provide enough vertical distance to recover after the attack ends. When playing online, the [[frame delay]] introduced to stabilize matches can affect buffering windows. When combined with possible [[Wi-Fi lag]] caused by a poor connection, unintentional inputs can become significantly more common in online play. | There are negative effects to buffered inputs. Buffering may lead to unintentional attacks that carry out (e.g. attempting to buffer a [[jab]] nearby the [[ledge]] while [[shield]]ing, which would result in using a [[neutral aerial]] off the stage). This kind of situation can be deadly to characters with laggy aerials, such as {{SSBB|Ike}}, whose recoveries do not provide enough vertical distance to recover after the attack ends. When playing online, the [[frame delay]] introduced to stabilize matches can affect buffering windows. When combined with possible [[Wi-Fi lag]] caused by a poor connection, unintentional inputs can become significantly more common in online play. | ||
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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 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. | 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. It is notably no longer possible to buffer a full hop aerial. This is because if the player inputs an aerial during their jumpsquat, it will always result in a short hop aerial, even if the jump button is being held. | ||
==Videos== | ==Videos== |
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