- Joined
- May 3, 2009
- Messages
- 7,199

No, LBGT does not stand for "Lesbian Bisexual Gay Transexual". It stands for
Let's Buffer Glide Tosses

and this thread is basically going to be me telling you about buffering your glide tosses, how to do it, and why. Yep.


When you see an "F" either preceding or succeeding a number, know that that "F" means "frame" if it precedes, or "frames" if it succeeds. Examples: "Input ROFLCopter on F32 (frame 32) of a short hop to execute a ROFLCopter groundboost." "The strong, initial hitbox of Fair lasts 2F (2 frames.)"

Simply put, buffering is inputting an action while near the end of another to have the inputted, or buffered, action be executed as soon as possible. Now, if you want to get all technical about it (and even if you don't, too bad), to buffer you must input your desired buffers within 10F of the move's Allow Interrupt (Notice I said "Allow Interrupt" instead of IASA. This is because not all moves have IASA. IASA is being able to interrupt a move before its animation ends, and some moves cannot be interrupted before the animation ends.)

A glide toss is just what it sounds like: tossing an item while gliding across the ground.
To perform a glide toss, simply press a button that will register an item "release". So, with the standard control scheme, you can either press "A", "Z", "A"/"Z" + a direction on the analogue stick, or any C-Stick Direction in the initial frames of your roll.



All characters except Link and Toon Link can glide toss (hell if I know why), and the distance and speed their glide tosses grant are determined by the individual character's traction value and their rolls' initial velocity.

For ROB, this would be any of the first 4F of a roll. However, as far as I can tell, the velocity of a roll decays as the frames pass by, so inputting an item release on F1 of your roll would give you the longest possible slide for your glide toss. Inputting the item release on any of the following 3F gives you a sub-optimal slide. To put this in perspective, long slide = half of Battlefield and then some. Short slide = from the stage edge to one of the glowing circles.



This is really easy. During a buffer window, input 4/6 + shield, then C-Stick + a direction/Z/Z + a direction/A/A + a direction, within the 10F.

As you now know, inputting an item release on F1 of your roll will give you the best possible slide, because the action's velocity is greatest at the beginning. This is the mechanic under which Falco and Shiek's BDACUSmashes work. That is, the temporary boost in forward momentum that is granted by their dash attacks is greatest on F1, then weaker the succeeding frames. However, because (for some reason or the other) dash attacks cannot be interrupted on F1, it is necessary to buffer in order to achieve those slides. To say it succinctly (tl;dr): buffering your glide tosses will guarantee you the maximum slide.

So, you now know about buffering and its advantages. But what exactly should you be buffering from? Well, spotdodge is probably the first thing that comes to mind, right. Well, there are a few of other things you can buffer from. Below is a list of some with the frames buffering becomes possible and the normal Allow Interrupt frames.
Code:
[U]Action Buffer Frame Allow Interrupt[/U]
Spotdodge F15 F25
UAir Land F12 F22
DAir Land F11 F21



This is, by far, my favourite application of glide toss buffering. If you don't know what a weak glide toss is, you might know it as the "Gyro Slide" from TekaiGuy's video (a bit of text-profanity at the end, just throwing that out there). Tekai isn't completely wrong when he says it's "****ing impossible". To catch your Gyro after a weak glide toss, you literally only have that one frame in the beginning of your forward roll, the one that gives the long slide. However, as you might have already guessed, buffering makes this infinitely easier. A note: it might even be possible to buffer another weak glide toss while ROB is catching his Gyro, but I'm not too sure. I'll look into it more. Also, it would possible to buffer a weak glide toss after a Fair and landing, but the buffer window would be tight, as Fair's landing IASA starts on F12, meaning buffering is open F2.
The inputs are 4/6 + shield, return analogue stick to 5, Z/A.

I'll be honest. When talking about mix-ups, I can only think of one, defensive one. As we know, spotdodge-DSmash is a staple in ROB's gameplay. However, it, like all staples, will eventually become predictable. This means that instead of using DSmash after a spotdodge, you can buffer 4 + shield, 6 + toss to retreat as soon as possible with a long slide. Bonus: the speed of the retreat coupled with the Gyro flying away in the opposite direction creates a nice illusion where it seems the distance is increased, as it sometimes makes the camera zoom out.