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In ''Melee'', it is 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. There is also a grace period of 3 frames in which one can fast fall after the peak of any jump.
In ''Melee'', it is 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. There is also a grace period of 3 frames in which one can fast fall after the peak of any jump.


In ''Smash 4'', it is not possible to buffer the following; any ledge option using the control stick, grab aerials, airborne item catches after an air dodge, Z-dropping items after an air dodge, shield after dropping the input during the 10 frame period, and certain special moves during soft or hard landing frames, such as [[Limit Charge]]. There is also a hierarchy of moves that will come out when multiple inputs are pressed at the same time; special moves have the highest priority, followed by shields, attacks, jumps, and stick inputs, in that order. This hierarchy is the reason why buffering both a control stick input and a button input at the same time is impossible and thus, a common problem when trying to buffer moves like [[dash attack]] or dash grab [[out of shield]]. For ledge options, ledge jumping has the highest priority, followed by ledge attacking and ledge rolling.
In ''Smash 4'', it is not possible to buffer the following; any ledge option using the control stick, grab aerials, airborne item catches after an air dodge, Z-dropping items after an air dodge, shield after dropping the input during the 10 frame period, and all [[down special move]]s during soft or hard landing frames. There is also a hierarchy of moves that will come out when multiple inputs are pressed at the same time; special moves have the highest priority, followed by shields, attacks, jumps, and stick inputs, in that order. This hierarchy is the reason why buffering both a control stick input and a button input at the same time is impossible and thus, a common problem when trying to buffer moves like [[dash attack]] or dash grab [[out of shield]]. For ledge options, ledge jumping has the highest priority, followed by ledge attacking and ledge rolling.


==Videos==
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