Buffering

Buffering is a mechanic in Super Smash Flash 2 and Fraymakers in which a player can successfully input an action within a certain time period while another action is still being performed. This results in the action being performed on the first frame after the action ends.

Buffering can be beneficial to players, as it reduces the need for frame-perfect inputs. It allows for easier access to combos by minimizing the opportunity for an opponent to escape. However, this can also lead to buffering unintentional inputs that carry out, which can be very detrimental in situations such as with characters with laggy aerial attacks attempting to recover. This becomes significantly more common in online matches, where the buffering window is combined with input delay and Wi-Fi lag.

In Super Smash Flash 2
In Super Smash Flash 2, there is a window of up to seven frames in which any action can be buffered out of another action. Buffered actions always occur at the end of the current action's animation and are not affected by interruptibility. Most actions only allow for other actions to be buffered if they are first inputted within the buffering window, preventing the player from buffering an input performed earlier and held down into the window.

There are also certain conditions that do not allow for buffering, such as while taunting, during a shield break, or during hitstun or tumbling.