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'''Buffering''' is a game mechanic in which a player may input an action shortly before it can be executed in-game, resulting in the action being carried out on the first possible frame. Many different video games of various genres implement a buffering system of some sort, but its implementation is arguably most notable in fighting games, where a decreased emphasis on frame-perfect inputs means easier access to [[combo]]s, thus improving accessibility for casual players. The mechanic has existed in some form in every ''{{b|Super Smash Bros.|series}}'' game, although ''[[Brawl]]'' was the first one to allow any input to be buffered, as opposed to a select few actions. | |||
There are negative effects to buffered inputs | There are negative effects to buffered inputs; most notable, a player may input a move that does not activate until their fighter is in a different spot, such as a [[jab]] near the [[ledge]] becoming a [[neutral aerial]] if they leave the stage before it can activate. This kind of situation can be deadly for characters with [[lag]]gy aerials, such as [[Ike]], whose recoveries do not provide enough vertical distance to recover after the attack ends. Unintentional buffered actions are significantly more common in online play than offline play, due to built-in [[frame delay]] used to stabilize matches combined with [[Wi-Fi lag]] that can result from a poor connection, | ||
==In ''[[Super Smash Bros.]]''== | ==In ''[[Super Smash Bros.]]''== | ||
In the original ''Super Smash Bros.'', there is no universal buffer system so | In the original ''Super Smash Bros.'', there is no universal buffer system, so apart from a select few actions, inputs generally need to be frame-perfect for optimal play. This is a commonly-cited reason that some professional players state that ''Smash 64'' requires more technical skill than later games in the series. | ||
Bufferable actions include: | |||
*Stick related actions (such as dashing, jumping and fast falling) with a 2-3 frame window (only works if the stick is held). | *Stick related actions (such as dashing, jumping and fast falling) with a 2-3 frame window (only works if the stick is held). | ||
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==In ''[[Super Smash Bros. Melee]]''== | ==In ''[[Super Smash Bros. Melee]]''== | ||
Much like its predecessor, ''Super Smash Bros. Melee'' does not buffer inputs | Much like its predecessor, ''Super Smash Bros. Melee'' does not buffer inputs in general, save for a select few. The previous game's bufferable actions were largely carried over to ''Melee'', although there are some changes: | ||
*Attacking after a turnaround can no longer be buffered as attacking during a turnaround will now cancel the turnaround animation. | *Attacking after a turnaround can no longer be buffered as attacking during a turnaround will now cancel the turnaround animation. | ||
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==In ''[[Super Smash Bros. Brawl]]''== | ==In ''[[Super Smash Bros. Brawl]]''== | ||
''Super Smash Bros. Brawl'' was the first game in the series to introduce a universal input buffer for basic actions. When the player is performing an animation, there is a window of 10 [[frames]] at the end of most moves and animations where the player can buffer any action | ''Super Smash Bros. Brawl'' was the first game in the series to introduce a universal input buffer for basic actions. When the player is performing an animation, there is a window of 10 [[frames]] at the end of most moves and animations where the player can buffer any action, including attacks, jumps, and dodges. This allows the player to easily perform frame-perfect actions without having to perfectly time their button presses; in other words, they have 1/6th of a second to enter a precise input rather than 1/60th of a second. If the animation is shorter than 10 frames, the player can still buffer actions, but they will have less time to do so. | ||
When multiple buttons are pressed, the game will usually buffer the first input pressed (so if the player did a forward smash, a side special and then a spot dodge for example, the game would buffer the forward smash) but there are some instances where the game can buffer multiple inputs. This can result in the player being capable of doing things which would not be possible without buffering. Some examples of this include: | When multiple buttons are pressed, the game will usually buffer the first input pressed (so if the player did a forward smash, a side special and then a spot dodge for example, the game would buffer the forward smash) but there are some instances where the game can buffer multiple inputs. This can result in the player being capable of doing things which would not be possible without buffering. Some examples of this include: | ||
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*Double jumping and performing an aerial/air dodge/special on the same frame. The player has to buffer the double jump first and then buffer the desired aerial action. Usually, the double jump overrides the player's attack input if both are done on the same frame. | *Double jumping and performing an aerial/air dodge/special on the same frame. The player has to buffer the double jump first and then buffer the desired aerial action. Usually, the double jump overrides the player's attack input if both are done on the same frame. | ||
*Performing an instant dash attack or dash grab by buffering a dash, letting go of the control stick and then pressing attack/grab. | *Performing an instant dash attack or dash grab by buffering a dash, letting go of the control stick and then pressing attack/grab. | ||
** The player can also input an up smash after buffering a dash attack to perform a Buffered [[Dash attack canceled up smash]]. The player performs an up smash but they also carry over the momentum from the dash attack. | **The player can also input an up smash after buffering a dash attack to perform a Buffered [[Dash attack canceled up smash]]. The player performs an up smash but they also carry over the momentum from the dash attack. | ||
Despite the introduction of a universal buffer mechanic however, there are still multiple instances where the player cannot buffer either a specific action or any action. Instances where this is the case include: | Despite the introduction of a universal buffer mechanic however, there are still multiple instances where the player cannot buffer either a specific action or any action. Instances where this is the case include: | ||
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*Shield after dropping the input during the 10 frame period | *Shield after dropping the input during the 10 frame period | ||
*All actions except for a down tilt after a down tilt with no [[interruptible]] frames. | *All actions except for a down tilt after a down tilt with no [[interruptible]] frames. | ||
Additionally, side tilt, down tilt, and non-smash-input side and down special cannot be buffered unless the control stick is released before the buffer window ends. | |||
==In ''[[Super Smash Bros. 4]]''== | ==In ''[[Super Smash Bros. 4]]''== |