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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, 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. | ''Super Smash Bros. Brawl'' was the first game in the series to introduce a universal input buffer for basic actions, although not all actions are included, as detailed below. 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. | ||
Exceptions to this mechanic include: | |||
*Any action out of a jump, when inputted on the jump's first frame. | |||
*Aerials or air dodges out of non-tumble hitstun (these actions can be buffered for the end of a hitstun animation, but not the end of hitstun itself, outside of a buffered double jump immediately beforehand). | |||
*Any action out of a jump on the jump's first frame. | |||
*Aerials or air | |||
*Any action out of [[tumble]] hitstun. | *Any action out of [[tumble]] hitstun. | ||
*Any ledge option using the control stick. | *Any ledge option using the control stick. | ||
*Grab aerials in the air if used on their own (can be buffered if the player buffers a double jump | *Grab aerials in the air if used on their own (can be buffered if the player buffers a double jump beforehand). | ||
*Airborne item catches | *Airborne item catches and Z-dropping after an air dodge. | ||
*Shield after dropping the input during the 10 frame period. | |||
*Shield after dropping the input during the 10 frame period | *Any action except for a down tilt, after a down tilt with no [[interruptible]] frames. | ||
* | |||
Additionally, forward 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. | Additionally, forward 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. | ||
If the player attempts to buffer multiple distinct actions within a buffer window, usually the game will only carry out the first of these actions; exceptions to this rule can result in [[advanced technique]]s, such as: | |||
*Performing any action on the first frame of a ground jump. | |||
*Performing an aerial/air dodge/special move on the same frame as a double jump. The player has to buffer the double jump before the desired aerial action; if inputted on the same frame, the double jump will override the action. | |||
*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 while carrying over the momentum from the dash attack. | |||
==In ''[[Super Smash Bros. 4]]''== | ==In ''[[Super Smash Bros. 4]]''== | ||
In ''Super Smash Bros. 4'', the universal buffer system returns, albeit with some adjustments. | In ''Super Smash Bros. 4'', the universal buffer system returns, albeit with some adjustments. A built-in hierarchy now dictates in what order actions are used, when multiple actions are inputted within a buffer window. Special moves have the highest priority, followed by shielding, attacks, jumps, and stick inputs, in that order. For ledge options, ledge jumping has the highest priority, followed by ledge attacking and ledge rolling. Due to this hierarchy, buffering both a control stick input and a button input (or multiple) at the same time is impossible, making it more difficult to buffer moves like [[dash attack]] or dash grab [[out of shield]]. This also means that multiple actions which could be buffered in ''Brawl'' (like an immediate double jump aerial or a dash attack) can no longer be buffered. On the other hand, most of the actions which cannot be buffered in ''Brawl'' still cannot be buffered in ''Smash 4'', with the notable exception of buffering actions out of hitstun. | ||
''Brawl''{{'}}s inability to buffer forward tilts, down tilts, and non-smash-input side and down specials has been removed, with the exception of down tilts and down specials when performing a soft or hard landing (although this can still be bypassed by releasing the control stick before the buffer window ends). The issue where moves could not be buffered out of a down tilt with no interruptible frames has also been fixed. | |||
==In ''[[Super Smash Bros. Ultimate]]''== | ==In ''[[Super Smash Bros. Ultimate]]''== | ||
''Ultimate'' largely retains the buffering system from ''Smash 4'', although the buffer window is now 9 frames, down from 10. It also introduces a second universal buffering system, in that holding an input through the end of an animation will now cause the held input to be buffered; this method of buffering only existed for specific actions, such as walking and shielding, in previous games. The input can be made as early as desired, but must be held until the beginning of the standard 9 frame buffer window.<ref>https://smashboards.com/threads/ultimate-buffering-system.465269/</ref> For instance, if the forward smash input is held while the fighter is in [[freefall]], the move will begin charging as soon as the fighter lands on the ground. It is notably no longer possible to buffer a full hop aerial, for inputting an aerial during jumpsquat will always result in a short hop aerial, even if the jump button is being held. | |||
==Videos== | ==Videos== |