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(Significant overhaul. I did not do much research in Ultimate so I'm unsure if there are still instances where buffering is impossible/how it differs from 4.)
(→‎In Super Smash Bros. Brawl: The powershield point was inaccurate.)
 
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The '''buffer''' is a mechanic in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]'' which allows players to successfully input actions before they can actually be executed, causing the inputs to be carried out the first frame possible as soon at the first move or animation is finished. This 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.
'''Buffering''' is a game mechanic in which a player may input an action shortly before it can be executed in-game, resulting in the action being carried out on the first possible frame. Many different video games of various genres implement a buffering system of some sort, but its implementation is arguably most notable in fighting games, where a decreased emphasis on frame-perfect inputs means easier access to [[combo]]s, thus improving accessibility for casual players. The mechanic has existed in some form in every ''{{b|Super Smash Bros.|series}}'' game, although ''[[Super Smash Bros. Brawl]]'' was the first game in the series to allow any input to be buffered, as opposed to a select few actions.


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; most notably, a player may input a move that does not activate until their fighter is in a different spot, such as a [[jab]] near the [[ledge]] becoming a [[neutral aerial]] if they leave the stage before it can activate. This kind of situation can be deadly for characters with [[lag]]gy aerials, such as [[Ike]], whose recoveries do not provide enough vertical distance to recover after the attack ends. Unintentional buffered actions are significantly more common in online play than offline play, due to built-in [[frame delay]] used to stabilize matches combined with [[Wi-Fi lag]] that can result from a poor connection.


==In ''[[Super Smash Bros.]]''==
==In ''[[Super Smash Bros.]]''==
In the original ''Super Smash Bros.'', there is no universal buffer system so most actions need to be performed frame perfectly to be performed as quickly as possible. This is often cited as a reason for greater skill and precision in comparison to later games in the series. There are however certain instances where certain actions can be buffered. Some of these actions include:
In the original ''Super Smash Bros.'', there is no universal buffer system, so apart from a select few actions, inputs generally need to be frame-perfect for optimal play. This is a commonly-cited reason that some professional players state that ''Smash 64'' requires more technical skill than later games in the series.
 
Bufferable actions include:


*Stick related actions (such as dashing, jumping and fast falling) with a 2-3 frame window (only works if the stick is held).
*Stick related actions (such as dashing, jumping and fast falling) with a 2-3 frame window (only works if the stick is held).
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==In ''[[Super Smash Bros. Melee]]''==
==In ''[[Super Smash Bros. Melee]]''==
 
Much like its predecessor, ''Super Smash Bros. Melee'' does not buffer inputs in general, save for a select few. The previous game's bufferable actions were largely carried over to ''Melee'', although there are some changes:
Much like its predecessor, ''Super Smash Bros. Melee'' does not buffer inputs under normal circumstances but there are instances where actions can be buffered. A majority of bufferable actions in the previous game can still be buffered in ''Melee'' although there are some changes.


*Attacking after a turnaround can no longer be buffered as attacking during a turnaround will now cancel the turnaround animation.
*Attacking after a turnaround can no longer be buffered as attacking during a turnaround will now cancel the turnaround animation.
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*It is now possible to buffer actions [[Out of Shield]] after shieldstun by holding the [[C-stick]] together with a [[shield]] input. When using a regular stick, the player cannot buffer out of shield options but they can if they hold the C-stick.
*It is now possible to buffer actions [[Out of Shield]] after shieldstun by holding the [[C-stick]] together with a [[shield]] input. When using a regular stick, the player cannot buffer out of shield options but they can if they hold the C-stick.


==In Super Smash Bros. Brawl==
==In ''[[Super Smash Bros. Brawl]]''==
''Super Smash Bros. Brawl'' was the first game in the series to introduce a universal input buffer for basic actions, although not all actions are included, as detailed below. When the player is performing an animation, there is a window of 10 [[frames]] at the end of most moves and animations where the player can buffer any action, including attacks, jumps, and dodges. This allows the player to easily perform frame-perfect actions without having to perfectly time their button presses; in other words, they have 1/6th of a second to enter a precise input rather than 1/60th of a second. If the animation is shorter than 10 frames, the player can still buffer actions, but they will have less time to do so.
 
Exceptions to this mechanic include:


''Super Smash Bros. Brawl'' was the first game in the series to introduce a universal input buffer for basic actions. When the player is performing an animation, there is a window of 10 [[frames]] at the end of most moves and animations where the player can buffer any action (including attacks, jumps and dodges). This allows to player to easily perform frame perfect actions without having to frame perfectly time their button presses (giving them 1/6th of a second to perform these actions rather than 1/60th of a second). If the animation is shorter than 10 frames, the player can still buffer actions but they will have less time to do so.  
*Any action out of a jump, when inputted on the jump's first frame.
*Aerials or air dodges out of non-tumble hitstun (these actions can be buffered for the end of a hitstun animation, but not the end of hitstun itself, outside of a buffered double jump immediately beforehand).
*Any action out of [[tumble]] hitstun.
*Any ledge option using the control stick.
*Grab aerials in the air if used on their own (can be buffered if the player buffers a double jump beforehand).
*Airborne item catches and Z-dropping after an air dodge.
*Shield after dropping the input during the 10 frame period.
*Any action except for a down tilt, after a down tilt with no [[interruptible]] frames.


Forward tilts and down tilts (as well as side and down specials without a smash input) require an unusual set of inputs in order to buffer. The player cannot just hold forward or down and press attack to buffer a forward/down tilt in most cases (like they can with an up tilt). They have to input the tilt during the buffer window and then let go of the control stick before the buffer window ends. This makes forward and down tilts harder to buffer than most attacks.  
Additionally, forward tilt, down tilt, and non-smash-input side and down special cannot be buffered unless the control stick is released before the buffer window ends.


When multiple buttons are pressed, the game will usually buffer the first input pressed (so if the player did a forward smash, a side special and then a spot dodge for example, the game would buffer the forward smash) but there are some instances where the game can buffer multiple inputs. This can result in the player being capable of doing things which would not be possible without buffering. Some examples of this include:
If the player attempts to buffer multiple distinct actions within a buffer window, usually the game will only carry out the first of these actions; exceptions to this rule can result in [[advanced technique]]s, such as:


*Performing any action on the first frame of a ground jump.
*Performing any action on the first frame of a ground jump.
*Double jumping and performing an aerial/air dodge/special on the same frame. The player has to buffer the double jump first and then buffer the desired aerial action. Usually, the double jump overrides the player's attack input if both are done on the same frame.
*Performing an aerial/air dodge/special move on the same frame as a double jump. The player has to buffer the double jump before the desired aerial action; if inputted on the same frame, the double jump will override the action.
*Instantly turning around and performing an action (such as attacking). Normally, the player has to turn for one frame before being able to perform turnaround actions.
*Performing an instant dash attack or dash grab by buffering a dash, letting go of the control stick and then pressing attack/grab.
*Performing an instant dash attack or dash grab by buffering a dash, letting go of the control stick and then pressing attack/grab.
** The player can also input an up smash after buffering a dash attack to perform a Buffered [[Dash attack canceled up smash]]. The player performs an up smash but they also carry over the momentum from the dash attack.
**The player can also input an up smash after buffering a dash attack to perform a Buffered [[Dash attack canceled up smash]]. The player performs an up smash while carrying over the momentum from the dash attack.


Despite the introduction of a universal buffer mechanic however, there are still multiple instances where the player cannot buffer either a specific action or any action. Instances where this is the case include:
==In ''[[Super Smash Bros. 4]]''==
In ''Super Smash Bros. 4'', the universal buffer system returns, albeit with some adjustments. A built-in hierarchy now dictates in what order actions are used, when multiple actions are inputted within a buffer window. Special moves have the highest priority, followed by shielding, attacks, jumps, and stick inputs, in that order. For ledge options, ledge jumping has the highest priority, followed by ledge attacking and ledge rolling. Due to this hierarchy, buffering both a control stick input and a button input (or multiple) at the same time is impossible, making it more difficult to buffer moves like [[dash attack]] or dash grab [[out of shield]]. This also means that multiple actions which could be buffered in ''Brawl'' (like an immediate double jump aerial or a dash attack) can no longer be buffered. On the other hand, most of the actions which cannot be buffered in ''Brawl'' still cannot be buffered in ''Smash 4'', with the notable exceptions of buffering actions out of hitstun and buffering powershield canceled attacks.


*Any action out of a jump on the jump's first frame.
''Brawl''{{'}}s inability to buffer forward tilts, down tilts, and non-smash-input side and down specials has been removed, with the exception of down tilts and down specials when performing a soft or hard landing (although this can still be bypassed by releasing the control stick before the buffer window ends). The issue where moves could not be buffered out of a down tilt with no interruptible frames has also been fixed.
*Any action out of hitstun (including both [[tumble]] and non-tumble hitstun)
*Any ledge option using the control stick.
*Grab aerials in the air if used on their own (can be buffered if the player buffers a double jump before hand).
*Airborne item catches after an air dodge
*Z-dropping items after an air dodge
*Shield after dropping the input during the 10 frame period
*All actions except for a down tilt after a down tilt with no [[interruptible]] frames.


==In Super Smash Bros. 4==
==In ''[[Super Smash Bros. Ultimate]]''==
 
''Ultimate'' largely retains the buffering system from ''Smash 4'', although the buffer window is now 9 frames, down from 10. It also introduces a second universal buffering system, in that holding an input through the end of an animation will now cause the held input to be buffered; this method of buffering only existed for specific actions, such as walking and shielding, in previous games. The input can be made as early as desired, but must be held until the beginning of the standard 9 frame buffer window.<ref>https://smashboards.com/threads/ultimate-buffering-system.465269/</ref> For instance, if the forward smash input is held while the fighter is in [[freefall]], the move will begin charging as soon as the fighter lands on the ground. It is notably no longer possible to buffer a full hop aerial, for inputting an aerial during jumpsquat will always result in a short hop aerial, even if the jump button is being held.
In ''Super Smash Bros. 4'', the universal buffer system returns, albeit with some adjustments. There is now a hierarchy of moves that will come out when multiple inputs are pressed at the same time/during the buffer window. Special moves have the highest priority, followed by shields, attacks, jumps, and stick inputs, in that order. For ledge options, ledge jumping has the highest priority, followed by ledge attacking and ledge rolling. This hierarchy is the reason why buffering both a control stick input and a button input at the same time (or multiple button inputs) is impossible and thus, a common problem when trying to perform moves like [[dash attack]] or dash grab [[out of shield]]. This also means that multiple actions which could be buffered in ''Brawl'' (like an immediate double jump aerial or a dash attack) can no longer be buffered.
 
The strange buffer issue forward tilts, down tilts/specials and side specials had in ''Brawl'' has been fixed, allowing these moves to be buffered like any other move. This issue does still exist with down tilts/specials when performing a soft or hard landing however although like in ''Brawl'', the player can still buffer these actions by letting go of the control stick before the landing animation ends.
 
Most of the actions which cannot be buffered in ''Brawl'' still cannot be buffered in ''Smash 4'' although the player can now buffer actions out of hitstun unlike in ''Brawl''. The issue where moves could not be buffered out of a down tilt with no interruptible frames has also been fixed.
 
==In ''Super Smash Bros. Ultimate''==
 
While ''Ultimate'' retains the buffering system from ''Smash 4'' (albeit with the window reduced to 9 frames), it also introduces a second universal buffering system: holding an input through the end of a previous move's animation will now cause the held input to be buffered. This type of buffering has always exists for actions such as walking and shielding but ''Ultimate'' makes it a universal mechanic for any animation. The input can be made as early as desired, but must be held until the standard 9 frame buffer window is reached.<ref>https://smashboards.com/threads/ultimate-buffering-system.465269/</ref> For example, holding the forward smash input the entire time after using a recovery onstage will result in it charging when the character lands. This can also cause other negative side effects while bringing its own advantages, such as making buffered airdodges more likely, but also making the online mode have more consistency in inputs.


==Videos==
==Videos==
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==See also==
==See also==
*[[Interruptibility]]
*[[Interruptibility]]
==References==
{{reflist}}


[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSB4)]]
[[Category:Techniques (SSB4)]]
[[Category:Techniques (SSBU)]]
[[Category:Techniques (SSBU)]]

Latest revision as of 17:39, October 30, 2023

Buffering is a game mechanic in which a player may input an action shortly before it can be executed in-game, resulting in the action being carried out on the first possible frame. Many different video games of various genres implement a buffering system of some sort, but its implementation is arguably most notable in fighting games, where a decreased emphasis on frame-perfect inputs means easier access to combos, thus improving accessibility for casual players. The mechanic has existed in some form in every Super Smash Bros. game, although Super Smash Bros. Brawl was the first game in the series to allow any input to be buffered, as opposed to a select few actions.

There are negative effects to buffered inputs; most notably, a player may input a move that does not activate until their fighter is in a different spot, such as a jab near the ledge becoming a neutral aerial if they leave the stage before it can activate. This kind of situation can be deadly for characters with laggy aerials, such as Ike, whose recoveries do not provide enough vertical distance to recover after the attack ends. Unintentional buffered actions are significantly more common in online play than offline play, due to built-in frame delay used to stabilize matches combined with Wi-Fi lag that can result from a poor connection.

In Super Smash Bros.[edit]

In the original Super Smash Bros., there is no universal buffer system, so apart from a select few actions, inputs generally need to be frame-perfect for optimal play. This is a commonly-cited reason that some professional players state that Smash 64 requires more technical skill than later games in the series.

Bufferable actions include:

  • Stick related actions (such as dashing, jumping and fast falling) with a 2-3 frame window (only works if the stick is held).
  • Attacking after a turnaround.
  • Inputting a consecutive neutral attack hit (also applies to Ness's down tilt).
  • Attacking after being in hitlag when hit with armor (if the armor does not break).
  • Any action when starting a game or un-pausing (with the exception of pause).

In Super Smash Bros. Melee[edit]

Much like its predecessor, Super Smash Bros. Melee does not buffer inputs in general, save for a select few. The previous game's bufferable actions were largely carried over to Melee, although there are some changes:

  • Attacking after a turnaround can no longer be buffered as attacking during a turnaround will now cancel the turnaround animation.
  • It is no longer possible to buffer actions out of hitlag when hit with armor.
  • It is now possible to buffer actions Out of Shield after shieldstun by holding the C-stick together with a shield input. When using a regular stick, the player cannot buffer out of shield options but they can if they hold the C-stick.

In Super Smash Bros. Brawl[edit]

Super Smash Bros. Brawl was the first game in the series to introduce a universal input buffer for basic actions, although not all actions are included, as detailed below. When the player is performing an animation, there is a window of 10 frames at the end of most moves and animations where the player can buffer any action, including attacks, jumps, and dodges. This allows the player to easily perform frame-perfect actions without having to perfectly time their button presses; in other words, they have 1/6th of a second to enter a precise input rather than 1/60th of a second. If the animation is shorter than 10 frames, the player can still buffer actions, but they will have less time to do so.

Exceptions to this mechanic include:

  • Any action out of a jump, when inputted on the jump's first frame.
  • Aerials or air dodges out of non-tumble hitstun (these actions can be buffered for the end of a hitstun animation, but not the end of hitstun itself, outside of a buffered double jump immediately beforehand).
  • Any action out of tumble hitstun.
  • Any ledge option using the control stick.
  • Grab aerials in the air if used on their own (can be buffered if the player buffers a double jump beforehand).
  • Airborne item catches and Z-dropping after an air dodge.
  • Shield after dropping the input during the 10 frame period.
  • Any action except for a down tilt, after a down tilt with no interruptible frames.

Additionally, forward tilt, down tilt, and non-smash-input side and down special cannot be buffered unless the control stick is released before the buffer window ends.

If the player attempts to buffer multiple distinct actions within a buffer window, usually the game will only carry out the first of these actions; exceptions to this rule can result in advanced techniques, such as:

  • Performing any action on the first frame of a ground jump.
  • Performing an aerial/air dodge/special move on the same frame as a double jump. The player has to buffer the double jump before the desired aerial action; if inputted on the same frame, the double jump will override the action.
  • Instantly turning around and performing an action (such as attacking). Normally, the player has to turn for one frame before being able to perform turnaround actions.
  • Performing an instant dash attack or dash grab by buffering a dash, letting go of the control stick and then pressing attack/grab.
    • The player can also input an up smash after buffering a dash attack to perform a Buffered Dash attack canceled up smash. The player performs an up smash while carrying over the momentum from the dash attack.

In Super Smash Bros. 4[edit]

In Super Smash Bros. 4, the universal buffer system returns, albeit with some adjustments. A built-in hierarchy now dictates in what order actions are used, when multiple actions are inputted within a buffer window. Special moves have the highest priority, followed by shielding, attacks, jumps, and stick inputs, in that order. For ledge options, ledge jumping has the highest priority, followed by ledge attacking and ledge rolling. Due to this hierarchy, buffering both a control stick input and a button input (or multiple) at the same time is impossible, making it more difficult to buffer moves like dash attack or dash grab out of shield. This also means that multiple actions which could be buffered in Brawl (like an immediate double jump aerial or a dash attack) can no longer be buffered. On the other hand, most of the actions which cannot be buffered in Brawl still cannot be buffered in Smash 4, with the notable exceptions of buffering actions out of hitstun and buffering powershield canceled attacks.

Brawl's inability to buffer forward tilts, down tilts, and non-smash-input side and down specials has been removed, with the exception of down tilts and down specials when performing a soft or hard landing (although this can still be bypassed by releasing the control stick before the buffer window ends). The issue where moves could not be buffered out of a down tilt with no interruptible frames has also been fixed.

In Super Smash Bros. Ultimate[edit]

Ultimate largely retains the buffering system from Smash 4, although the buffer window is now 9 frames, down from 10. It also introduces a second universal buffering system, in that holding an input through the end of an animation will now cause the held input to be buffered; this method of buffering only existed for specific actions, such as walking and shielding, in previous games. The input can be made as early as desired, but must be held until the beginning of the standard 9 frame buffer window.[1] For instance, if the forward smash input is held while the fighter is in freefall, the move will begin charging as soon as the fighter lands on the ground. It is notably no longer possible to buffer a full hop aerial, for inputting an aerial during jumpsquat will always result in a short hop aerial, even if the jump button is being held.

Videos[edit]

See also[edit]

References[edit]