Buffering

From Dustloop Wiki
Jump to: navigation, search

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

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

Applications[edit]

Combos[edit]

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

Example
Ragna 5.gifB.png > 5.gifC.png > Carnage Scissors 6.gif3.gif2.gif1.gif4.gif6.gifD.png
After inputting 5.gifC.png, begin inputting 6.gif3.gif2.gif1.gif4.gif6.gif even before 5.gifC.png hits the opponent. Once the move hits the opponent, then press D.png
While you may not finish inputting the Carnage Scissors motion before 5.gifC.png hits the opponent, you are getting a head start on inputting the motion. There is no reason to wait for 5.gifC.png 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.

Hit Confirming[edit]

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.gifD.png > Sacred Edge (2.gif3.gif6.gif2.gif3.gif6.gifP.png)
Ky does 2.gifD.png, then immediately does 2.gif3.gif6.gif2.gif3.gif6.gif. Ky then watches the opponent
If 2.gifD.png hits the opponent, then Ky react and press P.png to finish the command for Sacred Edge
If 2.gifD.png misses or is blocked, then Ky reacts doesn't press P.png and can do other actions instead

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

Input Shortcuts[edit]

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 6.gif6.gif > Super (6.gif3.gif2.gif1.gif4.gif6.gifD.png)
Jin can input 6.gif3.gif2.gif1.gif4.gif6.gif6.gif, this will cause Jin to start running. After pressing D.png, 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[edit]

  • 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:
Conceptse

OkizemeFrame TrapBlockstringHit ConfirmOption SelectUsing Frame DataHitboxes

Techniques
Basic

ReversalTick ThrowCrossupMeatySafe JumpBufferingGuard Switch

Advanced

Fuzzy OverheadFuzzy JumpProximity Block Option Select

Metagame

NeutralMixupConditioningEvaluating Risk/Reward
Notation and Glossary