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Improve Input Buffer Behavior (especially for keyboard)#1803

tl;dr:

  1. Dash inputs should not take priority over other control stick directions in the buffer, or the walk button should clear the buffer of directional inputs on press
  2. Buffering attacks out of wavedash should behave the same way as it does with every other form of buffering
  3. Attacks should buffer as combinations alongside directions and be overwritten by subsequent presses of the same button

long explanation:
1: Currently, dash inputs take priority over all other buffer inputs. If you buffer forward dash, then buffer walk back, no matter how long you hold walk back you will get a frame 1 forward dash. This was fine in rivals 1 with a 3 frame buffer, but it’s a major source of issues now with 6 frames. For some attacks (e.g: orcane nair), if you input a dash at any time during the entire endlag, you are forcefully committed to a dash in that direction and there is nothing you can do about it. This is a major problem on keyboard, where you may, for instance, try to dash up, nair, hitfall, and then down tilt. If you hold forward even the slightest bit too long, the obvious down tilt input will become a dash attack, clearly against player expectation.

This is even more unusual because walking inputs do not behave like this. If you buffer an ftilt then hold walk back, you will get the ftilt the other direction. The fix is simple - dash inputs should behave like every other directional input, and get pushed out of the buffer by later movement inputs. If the issue is at all related to controller play, then it would be fine instead for the walk button to clear the input buffer of directional inputs when initially pressed.

2: For some reason, if you buffer a down or up tilt out of a wavedash, you get a buffered ftilt. In all other situations, this buffered input results in a down or up tilt. Pls fix.

3: This is mainly a quality of life proposal for buffering attacks out of extremely long endlags. The most obvious situation I can think of is Orcane’s dspecial, trying to do dspecial -> fair to get back to stage. Because buffering the attack input is treated as a separate buffered input to the direction, if you press forward + a and then press backward 5 frames later, you will get a buffered back air. This was again, totally fine in rivals 1 with a 3 frame input buffer, but now it causes buffered inputs to result that are significantly different than player expectation. This would easily be fixed if the buffer remembered that you inputted “forward + a”, rather than a separate directional buffer and attack buffer.

a year ago