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Various input system issues#65

  1. Trying to buffer an aerial while wavedashing off of a platform/ledge will completely drop the input. https://x.com/Yoda_Cage/status/1927558568309387528?t=wg4t53cNG8aowNQFuhDolA&s=19

  2. You cannot buffer b-reverses out of the endlag of a different action. You will get a b-turnaround instead.

  3. Buffering a grounded jump into another input (aerial, special, airdodge, etc) can sometimes drop that 2nd input if you press it too early. In this case, the buffer window should extend through jumpsquat. This one is more of a suggestion instead of reporting a bug, but the current implementation is awful for gamefeel imo. The buffer window should extend in this situation to cover the entirety of jumpsquat. https://x.com/Yoda_Cage/status/1927550331820359807?t=JDeU0yyJ4ScXcOFeaIiGMQ&s=19

8 months ago

I don’t think it would make sense at all to be able to buffer B-reverse in general, since B-reverse requires an event (reversing the stick) to specifically happen after another event (after entering special startup the frame after pressing the special button), and buffering only lets you queue simultaneous or “as soon as possible” inputs (e.g. you can buffer shield drop fair with smash stick because you can’t do anything with forward on smash stick while in shield, so the input is reserved until after the shield drop makes you airborne). I don’t see any logical way to buffer the stick press to not occur as soon as possible and just know you wanted it to happen a frame after the special button press.

Changing case 3 means that you could end up buffering moves up to 10 frames in advance (6 frame buffer on jumpsquat plus 4 frames to complete it), and getting to that much of a buffer starts to feel really bad going by Ultimate.

8 months ago