I don't think the forum has a buffering guide yet, which is a shame, because buffering affects gameplay on a fundamental level - the way we're allowed to give our characters inputs. In light of that, I decided to do research on Brawl's buffering system and put a guide together.
What IS buffering?
Buffering is a feature found in many fighting games. It allows you to enter a command before your character is done with its current action (within a certain time frame, of course,) and the command will execute as soon as your character can perform that action. In other words, it lets you enter commands early. Now that you know what buffering is, let's take a look at how Brawl handles buffering.
General Rules
- The game will retain inputs for slightly more than 1/5th of a second (~13 frames). I tested this in Training Mode, by setting the speed to 1/4 timing how late I can buffer a move with a stopwatch (and obviously, dividing that time by 4.)
- Inputs are handled in the same order they're received. For example, if you're landing from an air dodge and input {Y, Y, Forward + A} shortly before you land, your character will jump, then immediately double jump, and immediately start a forward air.
Buffering on the ground
- If you're holding Back, Forward, Down, or Shield at the time that your character becomes able to act, it'll simply start to walk, crouch, or put up its shield and "forget" to do any action you might've buffered. So if you plan on buffering a Forward Smash or Down Smash using the Analog Stick, don't forget to return it to its initial position. Unfortunately, this also means that buffering a dash is a pain in the *** - you have to buffer the dash, return the stick to neutral, and then hold forward after your character's dash comes out if you want to continue running.
- The above rule has a minor exception - if you buffer a move after a Down Tilt, holding down won't cancel the buffer because your character is already crouching anyways.
Buffering in the air
- There are no commands that'll cancel buffering while in the air.
- Like in Melee, you can buffer a mid-air jump or a Meteor Cancel while stunned. (Careful, though, hitting the Jump button too early will prevent you from Meteor Canceling with the Jump button. However, there's no penalty for using the analog stick.)
- You can't buffer early air dodges, aerials, or Z Button tethers while stunned from an attack.
- Landing during an air dodge has the same lag as landing normally, so you can air dodge before you land to buffer your next move without doing any aerials.
Buffering while in Shield Hit Lag
- You can't buffer rolls during hit lag; the game just interprets it as Smash DI. Can't buffer sidesteps either. You have to wait for hit lag to be over and buffer them during shield stun instead.
NOTE: Buffering while in shield hit lag is a little bit weird...the game seems to handle it differently when an attack has a very large amount of Hit Lag. I've noticed that the game will retain inputs made during the hit lag from shielding far longer than the usual time frame (for example, inputting a shieldgrab while shielding the Halberd's beam, or while shielding two of Samus's Charge Shots back to back.) Putting two and two together, maybe the game handles the commands differently because you're inputting them outside the time frame for "real" buffering? In any case...
- If the attack has a very large amount of hit lag (e.g. Samus's fully charged Charge Shot, Dedede's F-Smash), only Jump and Shieldgrab inputs can be buffered. If a Shieldgrab is buffered, it always takes precedence over jumping, even if you input the jump first. To buffer other actions, you have to wait until hit lag is over and your character enters the shield stun + knockback phase.
- If the attack has "normal" amounts of hit lag (i.e. most attacks would fall into this category), buffering seems to behave as it normally would.
Buffering while in Shield Stun
- Unlike buffering during hit lag, I didn't find any quirks in the buffering system in this phase.
- If you aren't holding the shield button when your character comes out of stun, any buffered commands will be forgotten and your character will simply drop its shield. (You can, however, buffer a move during those few frames of lag you get from dropping your shield.) You can also override buffered commands with a roll or sidestep as soon as your character becomes unstunned, but the timing makes it impractical.
Examples/Applications
- Buffering an attack during the landing lag of an aerial.
- Buffering an attack during the lag time from dropping your shield.
- Buffering JC'd Up Smashes, Up Bs, or aerials out of the shield.
- Buffering dash-grabs during Dedede's chaingrab.
- Buffering shines during Fox's reflector semi-infinite wall combos for greater precision.
- Buffering a shine when performing "jump-canceled" shines with Fox.
- Buffering the next attack in a combo (e.g. buffering an up-tilt after Fox's d-air, or an up-tilt after ZSS's dash attack.)
- Buffering a Dash Attack and Up Smash while your character is lagging from something else to perform Smash Boosting easily.
- Buffering an Air Dodge during the start-up frames of your ground jump to air dodge immediately.