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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 ''[[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.
'''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 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,
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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*Performing any action on the first frame of a ground jump.
*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 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.
*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.
**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. 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.
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.


''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.
''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.
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