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well it very complicated........................yeah not really.NOOB question:
what is buffering and how is it performed?
It keeps getting described like L-canceling, but it's not so similar. You aren't really canceling any lag.so it's kinda like L-canceling in Melee?
That sound extremely helpful.
ohhh
i see now.
That makes it a little more clear.
And you should make a thread about this.
It seems that inputing a move during the lag frames of the current move is a sort of "mini buffer", which is why I believe we can pull off Autocanceled ddAirs (which requires you not to waste a single frame) with such precision so easily. I mean, to Autocancel ddAirs you can't waste even 1/60th of a second. My best guess at why this is so easy, is that we can input the first dAir in the 5 startup frames of the Jump, and the second dAir during the 14 lag frames of the first, so they both buffer without wasting a single frame.I guess my biggest problem with SHADing is that you can buffer an attack in the landing frames anyway w/o the airdodge. The buffer window is smaller, but it's still there, so you still have the same 0 delay between landing lag and a move.
It seems that inputing a move during the lag frames of the current move is a sort of "mini buffer", which is why I believe we can pull off Autocanceled ddAirs (which requires you not to waste a single frame) with such precision so easily. I mean, to Autocancel ddAirs you can't waste even 1/60th of a second. My best guess at why this is so easy, is that we can input the first dAir in the 5 startup frames of the Jump, and the second dAir during the 14 lag frames of the first, so they both buffer without wasting a single frame.
So yeah, I think we can buffer from any Landlag (2 frames for Slow Fall, 4 for Fast Fall) or the lag of any move in general... but with an AD you can get up to ~30 frames of more time to input. 2-4 frames compared to ~4-34 frames is a huge difference.
In my guide on Buffering Applications I said you don't HAVE to use to air dodge to buffer, I just think it reduces the chances of doing a buffered move in the air if you air dodge. That way, the game will be forced to register the move AFTER the air dodge instead of possibly performing the move in mid-air.I guess my biggest problem with SHADing is that you can buffer an attack in the landing frames anyway w/o the airdodge. The buffer window is smaller, but it's still there, so you still have the same 0 delay between landing lag and a move.
lol wut the...In response I only ask you this: Is sexing your mother really essential?
The answer is one in the same.
so the answer is definitely yes!In response I only ask you this: Is sexing your mother really essential?
The answer is one in the same.