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Buffering…

September 3, 2009

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Now I know what you were thinking, but no this is not an article about waiting for your porn video to finish loading. This article will be a great tip/shortcut to help better you with your execution.

buff⋅er⋅ing [buhf-er-ing]
-verb. (In lamest terms)
To store and hold data.

This is the Tekken related definition of course. Now how this relates to Tekken itself. In Tekken, you can hold down a button and while holding that button down, if you press another button along with it it’ll register both buttons simultaneously. For example, if you were holding down 1 then press 2 it’ll register as 1+2.

How This Can Help

This is a great shortcut when performing combos.  I’ll use Bob’s CH df2 combo for example, now let’s see the combo displayed out:  CH df2, d23, 2, uf1+2 1, B! (stands for “bound” or “bind” a new system addition to the Tekken 6 series.  Please check out the system’s page in the near future for a description about the new system).  Now where can we buffer a move within this combo?  Right after the d23, the following move is a standing 2, press and then hold it.  Now we’re essentially “buffering” the 2, now to get the following uf1+2, simply press uf1 while maintaining your 2 buffered and voila!  No more worries about getting Bob’s uf1,2 instead of uf1+2 and hitting your combo more consistently.

Now keep in mind your previous move does not require the following move to include one of the same inputs, such as that Bob …2 (buffered), then uf1+2 example.  I’ll use Lars’ iSW (instant shining wizard, fff2+4 air throw) B!-ender for example.  Just for the sake of this example I’ll use his f1+2 launcher for the example, and the combo will be:  f1+2, db2, db21, fb21, B!, iSW.  Now the previous hit is fb21, then followed by a quick fff motion + [2+4], now what is there to buffer in this combo?  The previous hit ended with 1, and iSW has no 1 input to buffer ahead-of-time.  So here’s a little tip for you.  You can buffer any button during mid animation of another.  The way I would execute this said combo is after the fb21, B!, I start buffering the 4 immediately after the 1 (in fb21), then all I have to do is fff+2.  This eliminates me having to worry about getting dash 2 or dash 4 in case I pressed fff+2~4 or 4~2, instead of 2+4.  To put that whole combo into notation form with the buffering method included it’d look like:  f1+2, db2, db21, fb21~4*, B!, fff+2 (while holding the 4 the entire time after the B!).

I know that not all people that have come to enjoy Tekken has originially started out with Tekken as their first game.  If you come from a Street Fighter background you might know a little thing or two about a little property called “negative edge.”  This little shortcut featured in the Street Fighter games occurs when you press a button to register a move, and do a motion and release that same button you were holding down and it’ll also register as  a button input.  So to make it easy, you can basically throw a fireball with qcf+p then hold the punch button down, and then you can do another qcf motion and let go of that said punch button and another fireball will come out.  A question that could arise is, would that not happen in Tekken with it’s buffer system?  To put it simply, no it wouldn’t.  There’s no need to worry about whiffing a move after releasing a button.  It doesn’t register the button that way, the only way it does register it, is when you’re holding down a button and pressing another one with it, then it’ll just register both.  So just keep in mind there’s no negative edge properties to be found in Tekken.

Now keep in mind combos are not the only time you can use “buffers.”  Whenever I’m playing Lars or Bob I’ll always be buffering a 2, since their whiff punishers (when your opponent completely fails to have their attack hit or even blocked, and leaving themselves open for punishment from the defender’s end) require a 1+2 input, Lars with f1+2 and Bob with uf1+2.  So when playing the spacing game (looking for whiffs and opportunities to attack), as soon as I see that whiff while in range I’ll be ready to react accordingily with the most optimal whiff punisher.  Keep in mind this is only for those moves that require more than one button input, because the last thing you’d want when you finally found an opening is messing up because of your own execution error.

Alright now I hope this article can slightly help you improve on your execution skills.  Now you know how this works, so now it’s up to you to find where you can start putting this into your gameplay.

Have a good one,
-MYK

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15 Comments leave one →
  1. hellomrbrahms permalink
    September 3, 2009 3:21 am

    a great opening line.

  2. September 3, 2009 12:32 pm

    A very nice article! Gonna post an info about it on nSports.pl 🙂

  3. Fox Rain permalink
    September 3, 2009 4:21 pm

    Thanks for the info, I didn’t know about buffering buttons. Can you do this in block stun? Might just go and try this for myself. I also heard about buffering mad axes with Julia, but I think that one is pretty straight-forward.

  4. Craig permalink
    September 3, 2009 9:18 pm

    so for SF4, controller stick definatly > PS controller.. but for T6, I think PS controller is better ? less jumping around / movememt stuff except ff / bb.. and less circle motions. i’m thinking because i’m mostly a PS3 player, and don’t bother with arcades i’ll stick to the pad. buffering probably easier on the pad ?

  5. Inserity permalink
    September 4, 2009 12:11 pm

    Great stuff MYK, keep it up. I’m looking forward to the podcast.

  6. 0kills permalink
    September 6, 2009 1:58 am

    I’m still waiting for my porn to finish loading. :/

    might take foreva b4 I get to read the next paragraph.

    *sigh* -> no that’s not the sigh when ur sad. wink wink

  7. ZeroX permalink
    September 6, 2009 6:02 am

    Awesome work! Keep it up MYK!

  8. MANJI_ YOSHIMITSU permalink
    September 7, 2009 4:46 am

    Great job man. Thanks for your help^^

  9. ZMN permalink
    September 10, 2009 1:47 am

    Looking forward to that System page update. Great stuff that can help even seasoned players. I like it.

    • September 11, 2009 12:18 am

      Thanks man, I’m definitely trying to find more time to update this site more. Just recently purchased a mic so podcasts should be underway very soon. A bit busy with exams, looking for a job, finding time to chill with friends, and still training for future events have me quite tied up. Gotta find a good balance with it all, haha.

  10. Chuday permalink
    November 12, 2009 12:22 am

    great info, for those players who play characters with multi-throw and having difficulties with rapid input of more than 2 buttons at the same time, buffering explained here helps to secure those input correctly.

    e.g. Kings Tbone alternative to GS at the end of his multi throw command is 3, 2, 1, 3+4, 1+2+3+4,
    with buffering input is this
    3, 2, 1, 3+4(hold), 1+2

    just my 2c.

    great site just started to subscribe to the pod cast, enjoying it hoping for the King player interviews

    • November 12, 2009 8:15 pm

      Hmm I’ll be asking around to see if a King player would want to cover some King strats on the show, thanks for bringing that up! 🙂

  11. Chuday permalink
    November 12, 2009 12:23 am

    oops by 3,2,1 i meant 3,1,2 haha my bad:P

  12. DrBhup666 permalink
    November 15, 2009 4:28 am

    A little question.

    Why does not the game register that buffering button as an another command?

    What I mean is in your example with Lars’ f1+2, db2, db21, fb21~4*, B!, fff+2 (while holding the 4 the entire time after the B!), why doesn’t the game just fuck up the whole combo and just hit with a right kick instead when you press 4 immedeatly after 1?

    Is it because it is possible to buffer a button during mid animation of another move? Therefor it doesn’t register that as a own move, but still the button input is noted?

    Thanks in advance for taking the time to answer!

    Also, I hope you will cover Lili in depth pretty soon! The famale characters always get pushed far back in all in-depth walkthroughs.

  13. triskelionzoom permalink
    May 22, 2010 3:49 am

    hey MYK just want to say thanks for the tips it helped me a lot! I just watched level up your game in youtube the whole 3 episodes and to share something i already gave up using Lars in a long time and since I’ve watched those vids i came back on using Lars again. i gave up on him because i cant input fff2+4. cant wait for episode… i love to play tekken and i’m from the Philippines. i’ll keep on practicing your strategies and techniques so that someday i’ll become good at tekken.thanks again

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