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Buffer: Difference between revisions

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m (This is called "shield buffering" or "shieldstun buffering")
(you can buffer rolls/etc from another roll, or from a wavedash, or whatever. you don't have to be in shield stun.)
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However, there are also negative effects to buffering a move. Buffering may lead to unintentional inputs that carry out (e.g. attempting to buffer a [[jab]] nearby the [[ledge]] while [[shield]]ing, which would result in using a [[neutral aerial]] off the stage). This kind of situation can be deadly to characters with laggy neutral aerials, such as {{SSBB|Ike}}, whose recoveries do not provide enough vertical distance to recover after the attack ends.
However, there are also negative effects to buffering a move. Buffering may lead to unintentional inputs that carry out (e.g. attempting to buffer a [[jab]] nearby the [[ledge]] while [[shield]]ing, which would result in using a [[neutral aerial]] off the stage). This kind of situation can be deadly to characters with laggy neutral aerials, such as {{SSBB|Ike}}, whose recoveries do not provide enough vertical distance to recover after the attack ends.


In ''[[Melee]]'', it's possible to shield buffer some evasive options by holding the [[C-stick]] with in [[Shieldstun]]. The character will then proceed to jump (if held upwards), spot dodge (if held downwards) or roll (if held sideways) at the first instant possible.
In ''[[Melee]]'', it's possible to shield buffer some evasive options by holding the [[C-stick]] together with a [[shield]] input. The character will then proceed to jump (if held upwards), spot dodge (if held downwards) or roll (if held sideways) at the first instant possible.


==See also==
==See also==

Revision as of 03:40, August 1, 2015

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The buffer is a mechanic in Super Smash Bros. Brawl and Super Smash Bros. 4, which allows players to successfully input actions up to 10 frames before they can actually be executed. Whenever a move is used in Brawl, a window of 10 frames is created at the end of every move and animation, in comparison to Melee's 0 frames. During this time, any input will be carried out the first frame possible as soon at the move or animation is finished. This is beneficial, as it allows the player to perform a move the instant another move or animation is finished, allowing them to respond as soon as possible with greater input accuracy; a feat which would otherwise require frame precision. Buffering is required in many damage-racking combos to minimize the opportunity for the opponent to escape.

However, there are also negative effects to buffering a move. Buffering may lead to unintentional inputs that carry out (e.g. attempting to buffer a jab nearby the ledge while shielding, which would result in using a neutral aerial off the stage). This kind of situation can be deadly to characters with laggy neutral aerials, such as Ike, whose recoveries do not provide enough vertical distance to recover after the attack ends.

In Melee, it's possible to shield buffer some evasive options by holding the C-stick together with a shield input. The character will then proceed to jump (if held upwards), spot dodge (if held downwards) or roll (if held sideways) at the first instant possible.

See also