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{{ArticleIcons|series=y}}
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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 notably, 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.]]''==
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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.


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:
Exceptions to this mechanic include:


*Performing any action on the first frame of a ground jump.
*Any action out of a jump, when inputted on the jump's first 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.
*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).
*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.
 
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:
 
*Any action out of a jump on the jump's first frame.
*Aerials or air dodge out of non-tumble hitstun (they can be buffered for when the hitstun animation ends but not when the hitstun itself ends, causing a delay when buffered. These actions can be buffered for the end of hitstun if the player buffers a double jump before hand.)
*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 before hand).
*Grab aerials in the air if used on their own (can be buffered if the player buffers a double jump beforehand).
*Airborne item catches after an air dodge
*Airborne item catches and Z-dropping after an air dodge.
*Z-dropping items 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.
*All actions 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.
*Instantly turning around and performing an action (such as attacking). Normally, the player has to turn for one frame before being able to perform turnaround actions.
*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. There is now a hierarchy of moves that will come out when multiple inputs are pressed at the same time/during the buffer window. Special moves have the highest priority, followed by shields, attacks, jumps, and stick inputs, in that order. For ledge options, ledge jumping has the highest priority, followed by ledge attacking and ledge rolling. This hierarchy is the reason why buffering both a control stick input and a button input at the same time (or multiple button inputs) is impossible and thus, a common problem when trying to perform 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.  
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 exceptions of buffering actions out of hitstun and buffering powershield canceled attacks.


The strange buffer issue forward tilts, down tilts/specials and side specials had in ''Brawl'' has been fixed, allowing these moves to be buffered like any other move. This issue does still exist with down tilts/specials when performing a soft or hard landing however although like in ''Brawl'', the player can still buffer these actions by letting go of the control stick before the landing animation ends.
''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.
 
Most of the actions which cannot be buffered in ''Brawl'' still cannot be buffered in ''Smash 4'' although the player can now buffer actions out of hitstun unlike in ''Brawl''. 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]]''==
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.
''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==
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==See also==
==See also==
*[[Interruptibility]]
*[[Interruptibility]]
==References==
{{reflist}}


[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSB4)]]
[[Category:Techniques (SSB4)]]
[[Category:Techniques (SSBU)]]
[[Category:Techniques (SSBU)]]
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