If anyone is still confused about the buffering system, I'm here to clarify.
1) New buffering now limits the amount of buttons inputs to 1. In brawl you used to be able to do stuff like BDACUS or simple stuff like buffer a double jump > Aerial.
In this game you can't buffer DJ > aerial which can be frustrating, frame perfect Aerial > DJ > aerial is now very difficult.
You also can't buffer multiple directional inputs, So this inhibits the ability to buffer Dash attacks since an instant dash attack is
>
(
+
)
Also because of this, if you attempt to buffer multiple inputs, different inputs have different priority,
Zair >
specials >
Zcatch/item toss >
airdodge >
attack >
jump
Jump has lowest priority, if you attempt to buffer jump and attack: attack comes out
If you try to buffer Airdoge and attack: airdodge comes out
etc. etc.
2) You now buffer multiple actions from one input if it is instantaneous, Sheiks needles and Diddy's peanut popgun are good examples. or Links Zdropped bombs.
when you cancel Sheik's needles, since the cancel instantaneous, you also buffer an airdodge. But according to the chart I provided above
specials and
Items have higher priority than
airdodge; therefore you can avoid doing an
airdodge if you input a
special as well, or if you have an item in hand,
throw instead.
This means Sheik can bouncing fish to cancel needles.
Since
Zdropping a bomb is instantaneous, Link will always buffer a
Zair, but
Zair has the highest priority so you can't beat it with another input.
Diddy kong is a special case since it is possible to avoid buffering an airdodge. His peanut gun has a quirk where you can Hold Shield even
before you use peanut gun and it willl cancel peanut gun. Also the start up frames are longer than 10 frames, so if you hold shield before the buffer window, you're golden.