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SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) (→In Super Smash Bros. Brawl: The powershield point was inaccurate.) |
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*Airborne item catches and Z-dropping after an air dodge. | *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. | *Any action except for a down tilt, after a down tilt with no [[interruptible]] frames. | ||
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==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 | 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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