Input Buffer

Input Buffer is a mechanic defined by the system temporarily storing player input commands to execute subsequent moves within a specific time window. Also called "input queue" or "command buffer," its main function is to reduce the precision of input timing, hence increasing the chances of successfully executing complex move sequences or combos. From the player's perspective, it makes moves easier to execute.

Different games have different amounts of Input Buffer, correlating to more or less lenient inputs. When the player enters a state where a certain action is disallowed (i.e. Hitstun or using an Attack), they are sometimes able to buffer actions to be performed as soon as possible.

Examples

The King of Fighters XV (2022) – Motion Inputs for special moves can be buffered between 5 and 8 frames into an animation of a normal attack.

Devil May Cry 5 (2019) – Multiple different Attacks or skill inputs can be buffered, allowing Combos of different Attacks and skills.

Super Mario Odyssey (2017) – Jump inputs are buffered a few frames before landing, allowing for consecutive jumps without precise timing.

See Also

Animation Cancel – Input Buffer often pairs with Animation Canceling, allowing buffered inputs to interrupt move animations for combos, as seen in Devil May Cry 5.

Invincibility – Buffered inputs can trigger moves with I-Frames, enabling players to avoid Hitstun or damage, as in Dark Souls.

Hitstun – Common in fighting games, Hitstun imposes a brief inaction state after taking damage, which Input Buffer can help chain into counter-moves.