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



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

Ragna GG5.pngB.png > GG5.pngC.png > Carnage Scissors GG63214.pngGG6.pngGGD.png
After inputting GG5.pngC.png, begin inputting GG63214.pngGG6.png even before GG5.pngC.png hits the opponent. Once the move hits the opponent, then press GGD.png
While you may not finish inputting the Carnage Scissors motion before GG5.pngC.png hits the opponent, you are getting a head start on inputting the motion. There is no reason to wait for GG5.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.

Ky hit confirming GG2.pngGGD.png > Sacred Edge (GG236.pngGG236.pngGGP.png)
Ky does GG2.pngGGD.png, then immediately does GG236.pngGG236.png. Ky then watches the opponent
If GG2.pngGGD.png hits the opponent, then Ky react and press GGP.png to finish the command for Sacred Edge
If GG2.pngGGD.png misses or is blocked, then Ky reacts doesn't press GGP.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.

Jin wants to do a short run GG6.pngGG6.png > Super (GG63214.pngGG6.pngGGD.png)
Jin can input GG63214.pngGG6.pngGG6.png, this will cause Jin to start running. After pressing GGD.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


  • 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 GG236.pngGGP.png into GG236.pngGG236.pngGGP.png, it's not necessary to do GG236.png three times. You can do GG236.pngGGP.png followed by another GG236.pngGGP.png; when you execute the second GG236.pngGGP.png, the game will see the GG236.png from the first GG236.pngGGP.png as part of the same input, thereby ultimately outputting GG236.pngGG236.pngGGP.png for the second move. This therefore means that you can't do GG236.pngGGP.pngGG236.pngGGP.png if your character has a GG236.pngGG236.pngGGP.png move.

Frame TrapBlockstringOption Select
Using Frame DataHitboxes


Jump-inEmpty JumpTick ThrowCrossupBufferingOkizemeReversal


Hit ConfirmMeatySafe JumpTiger KneeResetWhiff PunishGuard SwitchKara Cancel


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


NeutralMixupConditioningEvaluating Risk/Reward
Notation and Glossary