>Smash Ultimate's input buffer completely destroys the game and claim that it is more fluid than any game is demonstrably incorrect. When the game regularly eats your inputs and gives you the incorrect attack or no attack at all where you wanted one whereas previous games did NOT do this
Online issue. Offline does not have this issue. 4 did not have a very good online either, in case you've forgotten.
>The problem is constantly getting incorrect character actions when you input something completely different.
And that's a you problem. The quoted
>Smash there are constant cries of "I didn't mean to do that" or "I input something different"
is from players referring to inaccurate input detection for, say, up-b or tilts (versus Smash attacks.) Not because it completely fails to register. This is not an issue for any player except you. The entire point of the buffer system is to make sure input doesn't drop regardless of frames. This is, actually, a problem of Melee. Though skilled
players have been playing around this for decades and have gotten used to it.
Really, I'm confused about
>no attack at all
Did you attach your old gamecube controller to the game? They have those issues sometimes. You just don't see input drops because that's functionally impossible with the buffer system. That is, in fact, the point
. It's actually a relatively larger issue with Melee, since it doesn't have a robust buffer system. Casuals will have to learn Melee's own buffer system that will drop inputs if you don't do them right and has caused Ls even in high level play.
Though, this is completely wrong in case of online. That's why I'm asking specifically about that. Online drops input, period. It's buffer is basically clientside (in all games), meaning during shitty connection sprees you will want to throw your dedicated Bing Bing Wahoo machine out the window. Online ends up being completely different from offline for this reason alone. Online has never really been good though, so it's a moot point.
Offline though? No, the buffer system gets exactly what you inputted. That's the point. It's not an issue, it's just different because it's not usually the method regular fighting games (and referring to modern ones. I'm aware older fighting games don't do buffer, and that's mostly a good thing.) use to handle input. It's fine for a platformer fighter, since there's very little in Ultimate that actually requires frame perfect input. The closest would be either Snake's up-tilt combo or Steve's maximal recovery, but the latter is more dependent on angle and the former is dependent on percentage rather than precise input. 4 was so slow that the buffer system went ignored. Brawl was similar, though it was faster than 4.