
Buffering is a type of shortcut of performing a DM / SDM combo. However, not all
characters are able to buffer. To buffer, a character needs a the first part of
any of their DMs / SDM to not be one of their moves. From there, buffering is
like performing to consecutive moves. Buffering is an important tool if a player
is unable to do a DM / SDM motion quick enough in a combo. For a better
understanding on buffering, take Kim as an example.
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Kim's comboable DMs are Hou'ou Hiten Kyaku (qcf,qcf + K) and Hou'ou Kyaku (qcb,db,f
+ K). At this point, you have to examine to see what motion Kim does not have.
Kim does not have a qcf + P / K motion but he has a qcb + K, but not a qcb + P.
Now, from here you have to choose which DM you are going to buffer. Take Hou'ou
Hiten Kyaku as the example. Kim can use either qcf + P or qcf + K. Immediately
after it hits do another qcf + K. This will chain into his DM.
But, things can get a bit complicated...
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For example, take Joe. Some of his comboable DMs consist of Screw Upper (qcf,qcf
+ P), Bakuretsu Hurricane Tiger Kakato (qcf,hcb + P). Again, its best to
pinpoint what motion that the character does not have. Joe has a qcf + K (Slash
Kick) but he does not have a qcf + P. But, he has a hcf + P (Hurricane Upper),
so some certain buffers need a bit caution when performing. When performing a
close qcf + P, Joe should just attack with a close C. After this has been done,
you can either do another qcf + P (for a Screw Upper) or a hcb + P (for a
Bakuretsu Hurricane Tiger Kakato).
Normally, characters with both qcf + P / K and qcb + P / K moves tend to have
more of a presice motion while the ones with no qcf or qcb motion are simple to
get off.