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The '''buffer''' is a mechanic which allows users to successfully input actions before they can actually be executed, causing the inputs to be carried out the first frame possible, without requiring a frame perfect input. The mechanic has existed in some form in every ''[[Super Smash Bros.]]'' game, along its presence has varied from game to game. In the context of ''Super Smash Bros'', buffer allows players to have a considerable amount of time to perform actions or techniques which would otherwise require frame-perfect precision, and can be used in [[combo]]s to minimize the opponent's opportunity to escape from [[hitstun]]. Buffer is not a mechanic exclusive in the Super Smash Bros. series, with numerous video games from various genres also having some sort of buffer system (including various traditional fighting games). While buffering has always existed within the Super Smash Bros. series, it did not become a universal mechanic until ''Brawl'' and its functionality has changed in each game.
The '''buffer''' is a mechanic which allows users to successfully input actions before they can actually be executed, causing the inputs to be carried out the first frame possible, without requiring a frame perfect input. The mechanic has existed in some form in every ''[[Super Smash Bros.]]'' game, although its presence has varied from game to game. In the context of ''Super Smash Bros'', buffer allows players to have a considerable amount of time to perform actions or techniques which would otherwise require frame-perfect precision, and can be used in [[combo]]s to minimize the opponent's opportunity to escape from [[hitstun]]. Buffer is not a mechanic exclusive in the Super Smash Bros. series, with numerous video games from various genres also having some sort of buffer system (including various traditional fighting games). While buffering has always existed within the Super Smash Bros. series, it did not become a universal mechanic until ''Brawl'' and its functionality has changed in each game.


There are negative effects to buffered inputs. Buffering may lead to unintentional attacks 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 aerials, such as {{SSBB|Ike}}, whose recoveries do not provide enough vertical distance to recover after the attack ends. When playing online, the [[frame delay]] introduced to stabilize matches can affect buffering windows. When combined with possible [[Wi-Fi lag]] caused by a poor connection, unintentional inputs can become significantly more common in online play.
There are negative effects to buffered inputs. Buffering may lead to unintentional attacks 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 aerials, such as {{SSBB|Ike}}, whose recoveries do not provide enough vertical distance to recover after the attack ends. When playing online, the [[frame delay]] introduced to stabilize matches can affect buffering windows. When combined with possible [[Wi-Fi lag]] caused by a poor connection, unintentional inputs can become significantly more common in online play.
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