Buffering: Difference between revisions

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;Example
;Example
;Ragna {{Ni|5}}{{B}} > {{Ni|5}}{{C}} > Carnage Scissors {{Ni|632146}}{{D}}
;Ragna {{Ni|5}}{{B}} > {{Ni|5}}{{C}} > Carnage Scissors {{Ni|63214}}{{Ni|6}}{{D}}
:After inputting {{Ni|5}}{{C}}, begin inputting {{Ni|632146}} even before {{Ni|5}}{{C}} hits the opponent. Once the move hits the opponent, then press {{D}}
:After inputting {{Ni|5}}{{C}}, begin inputting {{Ni|63214}}{{Ni|6}} even before {{Ni|5}}{{C}} hits the opponent. Once the move hits the opponent, then press {{D}}
::While you may not finish inputting the Carnage Scissors motion before {{Ni|5}}{{C}} hits the opponent, you are getting a head start on inputting the motion. There is no reason to wait for {{Ni|5}}{{C}} to finish before starting the motion for Carnage Scissors.
::While you may not finish inputting the Carnage Scissors motion before {{Ni|5}}{{C}} hits the opponent, you are getting a head start on inputting the motion. There is no reason to wait for {{Ni|5}}{{C}} 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.
: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.
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;Example
;Example
;Ky hit confirming {{Ni|2}}{{D}} > Sacred Edge ({{Ni|236236}}{{P}})
;Ky hit confirming {{Ni|2}}{{D}} > Sacred Edge ({{Ni|236}}{{Ni|236}}{{P}})
:Ky does {{Ni|2}}{{D}}, then immediately does {{Ni|236236}}. Ky then watches the opponent
:Ky does {{Ni|2}}{{D}}, then immediately does {{Ni|236}}{{Ni|236}}. Ky then watches the opponent
:If {{Ni|2}}{{D}} hits the opponent, then Ky react and press {{P}} to finish the command for Sacred Edge
:If {{Ni|2}}{{D}} hits the opponent, then Ky react and press {{P}} to finish the command for Sacred Edge
:If {{Ni|2}}{{D}} misses or is blocked, then Ky reacts doesn't press {{P}} and can do other actions instead
:If {{Ni|2}}{{D}} misses or is blocked, then Ky reacts doesn't press {{P}} and can do other actions instead
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When doing more complicated things like doing a dashing special/super, you can rely on the input buffer to help make the input easier.
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
;Example
;Jin wants to do a short run {{Ni|66}} > Super ({{Ni|632146}}{{D}})
;Jin wants to do a short run {{Ni|6}}{{Ni|6}} > Super ({{Ni|63214}}{{Ni|6}}{{D}})
:Jin can input {{Ni|632146}}{{Ni|6}}, this will cause Jin to start running. After pressing {{D}}, Jin will perform the Super.
:Jin can input {{Ni|63214}}{{Ni|6}}{{Ni|6}}, this will cause Jin to start running. After pressing {{D}}, 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
:The amount of time to press the button is not very long, but allows Jin to run a short distance


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**Ex: Quickly pressing 5A > 5B > 5C before 5A hits the opponent means only 5B will come out afterwards
**Ex: Quickly pressing 5A > 5B > 5C before 5A hits the opponent means only 5B will come out afterwards
*Motions will persist between moves
*Motions will persist between moves
**Ex: If you want to combo {{Ni|236}}{{P}} into {{Ni|236236}}{{P}}, it's not necessary to do {{Ni|236}} three times. You can do {{Ni|236}}{{P}} followed by another {{Ni|236}}{{P}}; when you execute the second {{Ni|236}}{{P}}, the game will see the {{Ni|236}} from the first {{Ni|236}}{{P}} as part of the same input, thereby ultimately outputting {{Ni|236236}}{{P}} for the second move. This therefore means that you can't do {{Ni|236}}{{P}}{{Ni|236}}{{P}} if your character has a {{Ni|236236}}{{P}} move.
**Ex: If you want to combo {{Ni|236}}{{P}} into {{Ni|236}}{{Ni|236}}{{P}}, it's not necessary to do {{Ni|236}} three times. You can do {{Ni|236}}{{P}} followed by another {{Ni|236}}{{P}}; when you execute the second {{Ni|236}}{{P}}, the game will see the {{Ni|236}} from the first {{Ni|236}}{{P}} as part of the same input, thereby ultimately outputting {{Ni|236}}{{Ni|236}}{{P}} for the second move. This therefore means that you can't do {{Ni|236}}{{P}}{{Ni|236}}{{P}} if your character has a {{Ni|236}}{{Ni|236}}{{P}} move.


{{Navbar-GeneralStrategy}}
{{Navbar-GeneralStrategy}}

Revision as of 02:36, 21 July 2020

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

Combos

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

Example
Ragna 5B.png > 5C.png > Carnage Scissors 632146GGD.png
After inputting 5C.png, begin inputting 632146 even before 5C.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 5C.png hits the opponent, you are getting a head start on inputting the motion. There is no reason to wait for 5C.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

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 2GGD.png > Sacred Edge (236236GGP.png)
Ky does 2GGD.png, then immediately does 236236. Ky then watches the opponent
If 2GGD.png hits the opponent, then Ky react and press GGP.png to finish the command for Sacred Edge
If 2GGD.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

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 66 > Super (632146GGD.png)
Jin can input 6321466, 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

Limitations

  • 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 236GGP.png into 236236GGP.png, it's not necessary to do 236 three times. You can do 236GGP.png followed by another 236GGP.png; when you execute the second 236GGP.png, the game will see the 236 from the first 236GGP.png as part of the same input, thereby ultimately outputting 236236GGP.png for the second move. This therefore means that you can't do 236GGP.png236GGP.png if your character has a 236236GGP.png move.