Buffer: Difference between revisions
(New Page: {{ArticleIcons|ssbb=y}} '''Buffer''' is a technique in ''Super Smash Bros. Brawl'', in which the execution of a command which is inputted before the player is actually able to perfo...) |
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The '''buffer''' is a mechanic in ''[[Super Smash Bros. Brawl]]'', which allows players to successfully input actions up to 10 [[frame]]s before they can actually be executed. Whenever a move is used in ''Brawl'', a tiny "window" of time is created at the end of every move and animation; a time of 10 frames, in comparison to ''[[Melee|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. 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). | |||
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[[Category:Techniques (SSBB)]] | [[Category:Techniques (SSBB)]] |
Revision as of 19:16, March 26, 2012
The buffer is a mechanic in Super Smash Bros. Brawl, 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 tiny "window" of time is created at the end of every move and animation; a time of 10 frames, 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. 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).