Why does this buffered input result in an up smash?
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I've started to notice that when I attempt to go from grounded to jump > up air quickly, my character performs an up smash instead. I started experimenting to try to narrow down the source of the problem and I think it has something to do with input buffering. When I'm holding up on the control stick and I'm just finishing an attack (such as up tilt), pressing X immediately followed by A frequently results in an up smash, instead of my character jumping and performing an up air like I expect.
Now, I would understand my character not jumping if my jump press was too early for the buffer, but then I would expect another up tilt because I have already been holding the control stick up for some time (I didn't just "smash" it up as is required for a "smash" attack) and if I wasn't buffering this combination (standing still, holding up, push A) the result would obviously be an up tilt.
Why does my buffered input result in an up smash?
Edit: Not that it should matter, but I did this testing on the 3DS version of the game.
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How does the buffer system work in Smash ultimate?
The buffer is a mechanic which allows users to successfully input actions before they can actually be executed, causing the inputs to be carried out the first frame possible, without requiring a frame perfect input. The mechanic has existed in some form in every Super Smash Bros.What does it mean to buffer a move in Smash?
The Input buffer is also commonly known as the input area or input block. When referring to computer memory, the input buffer is a location that holds all incoming information before it continues to the CPU for processing.Results of Buffering your moves in Smash Ultimate
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