The King of Fighters XIII/Game Elements/Buffering

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Combo Buffers

Buffering During a Running Animation

Reversal Buffering

Auto-Correct Buffer

Auto-correcting refers to inputting a special move in one direction and then having the game automatically cause the special to come out backwards should the opponent cross up the player. If an opponent is going for a telegraphed cross up, then the defending player might be able to input ( Dp.gif ~ Punch.gif ) and by delaying the button press long enough so that the opponent crosses up, the defender's character might do their DP backwards and hit the opponent out of their cross up attempt.

An easier alternative is to manually correct specials by inputting the command backwards as if the opponent has already crossed you up. By buffering a command backwards, it's possible to always get an auto-corrected special just so long as the opponent does actually cross you up. Should you guess incorrectly or make a miscalculation with this method, your character may perform the wrong special or stick out a normal attack.

As an example, a Benimaru player might be looking out for a cross up j.D after being thrown by Mr. Karate and decide to go for a Rolling Thunder ( Qcb.gifQcb.gif + Punch.gif ) DM to anti-air. In expectation, the Benimaru player manually corrects the DM and inputs it as ( Qcf.gifQcf.gif + Punch.gif ). As it so happens, Mr. Karate lands in front of Benimaru and his buffered input results in him using his slow, unsafe Raikouken DM ( Qcf.gifQcf.gif + Punch.gif ) which will lose to Mr. Karate's j.D and probably lead into a combo.