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alexbib

Using the input buffer to get earliest possible timing

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How exactly does the input buffer work for moves that have complex input?  In order to dash at the earliest possible moment after a move, what do I input, 6 6 a few frames before the end of the recovery (if so, does the input need to start or end that number of frames before the end?), 6 hold6 or hold6 6?  What about something like 236A, assuming the previous move can't be cancelled?  Just hold the A at the end for a few frames?

 

Thanks!

 

PS: I already tried asking in the question thread without much success.

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I'm not too sure but you should be able to get the timing down when learning a combo in training mode. From what I know the buffer is 5-6 frames which isn't exactly something you can consciously utilize ("alright just wait one more frame and, NOW!").

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I'm not too sure but you should be able to get the timing down when learning a combo in training mode. From what I know the buffer is 5-6 frames which isn't exactly something you can consciously utilize ("alright just wait one more frame and, NOW!").

 

Well I think just holding the button down for a fraction of a second instead of just tapping it is possible to do consciously, which is why I'm curious to know for which part of the input to do it. 

 

I guess my question is whether while I'm waiting for a move to recover in order for my character to accept a new command I can start inputting the next move early and simply use precise timing for the last button (as in tap 6 early and then again precisely as the move recovers in order to get a dash, vs doing the first 6 precisely as it recovers and then the 2nd one as fast as possible).  And whether holding one of the 6's will help getting it because of the input buffer.

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The first one.

You know anything more?  Like about how many frames early I can start inputting the first part of the command? and does holding the button down for a few frames work also with directional buttons so it can be used for a dash?

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From the wiki: 

 

"If you input a run within 3F (speculated) of the end of an attack's recovery, then regardless of the stick's direction after that, you will dash as soon as recovery ends. This technique is useful for linking together combos and counter attacks because it gives your attacks more range for free. In fact, some combos rely on this property to link a running 5A/B/C/D or else the combo wouldn't work."

 

So basically I believe you want to input a dash so that your last 6 input is no more than 3 frames before the move recovers.

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