In their newest video tutorial, Skarfelt debunks common misconceptions about the buffer system in Super Smash Bros. Ultimate. In 5 minutes, they manage to go over an entire run-down of the buffer system. This video includes explaining actions that can be buffered, such-as having to wait until the hit lag is over to fast fall, and actions that can not be buffered, including any actions that require multiple inputs at once. Other actions include forward tilt not being able to be buffered with the c-stick but it being buffer-able with the analog stick and an in-depth explanation of the buffer system.
Viewers interested can watch their video below here,
Author's Note: What did you think? As someone who's spent time trying to learn the buffer system, I really appreciate a video that summarizes it in a concise way, even if it's a bit of a downer. Let us know in the comments below!