This isn't really true. Some things are literally made impossible without buffering, and others become not realistically viable as an option without it...
...I'm fairly sure there isn't anything you can do without a buffer window that you can't do with it. There are, however, a number of otherwise good options that are removed by scrapping the buffer system completely.
His whole post was right on the money. Seriously, what's with this hardcore attitude about buffering? You guys do realize the buffering is in virtually every fighting game out there, right? You know how ridiculous a game like Street Fighter would be without buffering? Would you take the same hardcore attitude about removing buffering from a game like that? If you said no, then there is no reason you should support 0 buffer in Brawl.
You could see it that way... or you could see it in the way that if you could only perform something consistently with the help of a poorly implemented buffer system then you shouldn't be able to do it consistently at all without a lot of practice.
What? Great, let's all become frame perfect because if you aren't, then you have no business attempting certain moves. As poor as the buffering system is, the solution is not to
axe buffering - The solution is to
improve the window. People aren't robots, this is a
game, not a timing drill.
A 3-4 frame buffer window is actually very small (less then the startup lag of Fox's jump in melee if you need a comparison) and really wouldn't even be noticeable unless you were purposefully trying to use it. Many fighting games have a buffering system and it doesn't really cause problems most of the time. Hell, wake up supers and dragon punches would be impossible without the buffer system in many games.
Buffering is not a flawed system in itself, it is only the extremely long buffer window (and how the game reads holding the control stick as an input for some reason) that is causing problems. These problems can be fixed without removing buffering entirely.
My thoughts exactly.
Ganon's dair AC is
not easy at 0 buffering, and I'd go as far to say that at 0, it's not even a viable tactic period. Jab canceling is
slower at 0 buffering, and something like this is actually
counter productive to Brawl+ in that it actually slows down a mechanic. Matter of fact, removing buffering slows the game down as a whole, seeing as how there's going to be a lot more errors in an environment that demands frame-perfect input. Stuff that gave you instant results nearly every time are now going to either fail completely (resulting in you standing there doing nothing for a second because you tried to be perfect), or be
slower (because you played it safe and waited until after the first available input frame).
0 buffering is a bad idea in the same way that S-cancel was. Completely removing a system/mechanic from the game is a bad thing, from a design standpoint, a functional standpoint, and especially for transition's sake, which we all seem to think is important. Why do you think people are just now realizing that NoASL might need to be tweaked with a modifier? The game wasn't designed with NoASL in mind and undesirable things start to happen when it's completely removed (like Diddy's recovery, as mentioned in another post).
BTW, did anyone else notice that B reversals and the like seem unaffected by the buffer mod?