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(→‎In Super Smash Bros. Brawl: I wasn't quite sure how to word this statement so I apologise if it is a bit dodgy.)
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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.
'''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 ''[[Super Smash Bros. Brawl]]'' was the first game in the series to allow any input to be buffered, as opposed to a select few actions.


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,  
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,  
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