Buffering

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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 Input 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 InputIcon 5.pngB.png > InputIcon 5.pngC.png > Carnage Scissors InputIcon 63214.pngInputIcon 6.pngGGXRD D Prompt.png
After inputting InputIcon 5.pngC.png, begin inputting InputIcon 63214.pngInputIcon 6.png even before InputIcon 5.pngC.png hits the opponent. Once the move hits the opponent, then press GGXRD D Prompt.png
While you may not finish inputting the Carnage Scissors motion before InputIcon 5.pngC.png hits the opponent, you are getting a head start on inputting the motion. There is no reason to wait for InputIcon 5.pngC.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 InputIcon 2.pngGGXRD D Prompt.png > Sacred Edge (InputIcon 236.pngInputIcon 236.pngGGXRD P Prompt.png)
Ky does InputIcon 2.pngGGXRD D Prompt.png, then immediately does InputIcon 236.pngInputIcon 236.png. Ky then watches the opponent
If InputIcon 2.pngGGXRD D Prompt.png hits the opponent, then Ky react and press GGXRD P Prompt.png to finish the command for Sacred Edge
If InputIcon 2.pngGGXRD D Prompt.png misses or is blocked, then Ky reacts doesn't press GGXRD P Prompt.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 InputIcon 6.pngInputIcon 6.png > Super (InputIcon 63214.pngInputIcon 6.pngGGXRD D Prompt.png)
Jin can input InputIcon 63214.pngInputIcon 6.pngInputIcon 6.png, this will cause Jin to start running. After pressing GGXRD D Prompt.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: If you want to combo InputIcon 236.pngGGXRD P Prompt.png into InputIcon 236.pngInputIcon 236.pngGGXRD P Prompt.png, it's not necessary to do InputIcon 236.png three times. You can do InputIcon 236.pngGGXRD P Prompt.png followed by another InputIcon 236.pngGGXRD P Prompt.png; when you execute the second InputIcon 236.pngGGXRD P Prompt.png, the game will see the InputIcon 236.png from the first InputIcon 236.pngGGXRD P Prompt.png as part of the same input, thereby ultimately outputting InputIcon 236.pngInputIcon 236.pngGGXRD P Prompt.png for the second move. This therefore means that you can't do InputIcon 236.pngGGXRD P Prompt.pngInputIcon 236.pngGGXRD P Prompt.png if your character has a InputIcon 236.pngInputIcon 236.pngGGXRD P Prompt.png move.
Conceptse

Frame TrapBlockstringOkizemeOption Select
Using Frame DataHitboxes

Techniques
Basic

Jump-inEmpty JumpTick ThrowCrossupBufferingReversal

Intermediate

Hit ConfirmMeatySafe JumpTiger KneeResetWhiff PunishGuard SwitchKara Cancel

Advanced

Fuzzy DefenseFuzzy Overhead (F-Shiki)Proximity Block Option Select

Metagame

NeutralMixupConditioningEvaluating Risk/RewardTournament Formats
NotationGlossary