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Buffering

From Dustloop Wiki

Buffering is the technique of preemptively doing a move during the animation of the preceding move. This gives you more time to completely input the motion of the next attack.

The Input Buffer refers to the game engine's memory that stores recently entered inputs.

Applications

Combos

When doing combos that involve quickly canceling attack into other attacks, players can buffer the next attack before the current attack finishes.

Examples
GBVSR Katalina
2M > Frozen Blade 236L
After inputting 2M, you don't need to wait for it to hit before you begin inputting the next move. You can even use 2 from the first attack as the first part of 236. After the first attack hits and you finish 236, press L.
BBCF Ragna
5 > 5 > Carnage Scissors 632146
After inputting 5, begin inputting 632146 even before 5 hits the opponent. Once the move hits the opponent, then press
While you may not finish inputting the Carnage Scissors motion before 5 hits the opponent, you are getting a head start on inputting the motion. There is no reason to wait for 5 to finish before starting the motion for Carnage Scissors.
While most players end up doing this for most attacks, most players are only really cognizant of this for complicated inputs like supers and for cancels that need to be done very quickly.
GGST Ky
c.S > 2D > Ride the Lightning 632146H
Instead of performing 2D and 632146H sequentially, combine the two motions! After c.S, input 63214 6 and press D during any of the downward directions, then press H at the end.
This is very similar to the Ragna example, and uses the fact that any downward direction + D will result in 2D.
P4U2R Yu
Heroic Bravery 236 > Ziodyne 236236
After inputting 236, input 236 even before 236 hits the opponent.
This takes advantage of the fact that the motion 236 is used as part of the first and second attack. The first 236 is still in the input buffer and can be used as part of the second attack's motions if done fast enough. This effectively makes the inputs for this combo 236 > 236, which is much easier to input.
P4U2R Mitsuru
Coup Droit 46 > Myriad Arrows 236236
Instead of doing 46, input 4236 for Coup Droit, then input 236 for Myriad Arrows.
This uses the same principles as the previous example, but takes advantage of the leniency allowed to 46 inputs to instead sneak in a 236 for later use.

Hit Confirming

When hit confirming a normal attack into a second attack with a complex motion (like a super), players can buffer the motion for the super before they confirm the hit. Once they confirm the hit, then they just press the button for the super.

Example
Ky hit confirming 2 > Sacred Edge (236236)
Ky does 2, then immediately does 236236. Then watch the opponent:
If 2 hits the opponent, then press to finish the command for Sacred Edge
If 2 misses or is blocked, then don't press and do other actions instead

This allows Ky to more easily hit confirm, since you are hitconfirming into a button instead of a motion+button.

Reversals on Defense

Buffering is used extensively when blocking or after getting knocked down.

Because defenders can not move and inputs are mostly ignored during blockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun. and Wake UpThe state and animation a character goes through when they rise from being knocked down. This animation is usually invulnerable for its duration, and usually retains invulnerability to throws for some time after it ends. , this is a prime time for the defender to begin buffering a reversal.

Input Shortcuts

When doing more complicated things like doing a dashing special/super, you can rely on the input buffer to help make the input easier.

Example
Jin wants to do a short run 66 > Super (632146)
Jin can input 6321466, this will cause Jin to start running. After pressing , Jin will perform the Super.
The amount of time to press the button is not very long, but allows Jin to run a short distance

Limitations

  • Most games only allow you to buffer the next attack and not a series of attacks.
    • Ex: Quickly pressing 5A > 5B > 5C before 5A hits the opponent means only 5B will come out afterwards
  • Motions will persist between moves
    • Ex: If you want to combo 236 into 236236, it's not necessary to do 236 three times. You can do 236 followed by another 236; when you execute the second 236, the game will see the 236 from the first 236 as part of the same input, thereby ultimately outputting 236236 for the second move. This therefore means that you can't do 236236 if your character has a 236236 move.