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Street Fighter 6
⚡ Input Buffering Guide
How to use buffered inputs to safely punish and cover reads
Intermediate
What Is Input Buffering (Shimiwaza)?
Input buffering is a technique where you input a second action's command while executing another action — so the buffered action only activates under specific conditions.
Overview
Buffering lets a single input cover multiple situations. For example: "a special move only comes out if the normal hit or was blocked."
Types of Input Buffers
Cancel Rush Buffer
- Drive Rush comes out only if the normal hit OR was blocked
- While performing a cancelable normal, input the Parry button
Special Move Buffer
- The special move comes out only if the normal hit OR was blocked
- While performing a cancelable normal, input the special move command
- Typically used with moves that aren't punishable on block
Backdash Buffer
- Punishes the opponent if they use Drive Rush; backdash comes out if they don't
- Input backdash → normal at the timing the opponent would use Rush
- Used after making the opponent block a negative-on-block move at a range where they can't punish
Parry Buffer
- On a safe jump:
- Parry is possible only when the opponent uses an OD invincible move
- Especially useful for characters where raw Rush Punish Counter starter deals high damage
- Be careful not to Just Parry the OD reversal
- On a light attack meaty:
- Parry comes out when the opponent uses Drive Reversal
- Buffer Parry on the second light attack of a chain
- Since you'd normally be guarding and recovering gauge, do this when you have the room
Throw Buffer
Only valid for A.K.I.
- On a light attack meaty:
- Throw comes out when A.K.I. uses OD Snake Steps
- Buffer throw on the second light of a chain
- On a safe jump:
- Throw comes out when A.K.I. uses OD Snake Steps
- Buffer throw on the second light of a chain
SA Buffer
- On a light attack meaty:
- SA comes out when the opponent uses Drive Reversal
- Buffer SA on the second light of a chain
- Particularly effective when you are in Burnout
- A Vacuum Tornado Dragon Punch input motion makes this easy
- Note for A.K.I.: Don't do this since OD Snake Steps will leak through the SA command
Drive Reversal Buffer
- After blocking a slow, plus-on-block move:
- Drive Reversal only comes out if you failed to Just Parry it
- After blocking the opponent's cr.MK and confirming the Rush flash:
- Not a true "buffer" per se, but included as a useful reference
- Drive Reversal comes out when the opponent has a gapless blockstring
- Ideal to confirm the Rush flash and input Reversal; but if the opponent used a short-recovery move it may be blocked
- Near the corner, Drive Reversal after cr.MK is a strong option
- If you confirm the cr.MK fast enough, you can reverse it
OD Invincible Buffer
- After blocking the opponent's cr.MK and confirming the Rush flash:
- OD invincible move comes out when the opponent has a gapless blockstring
- Due to the command, you cannot crouch guard — avoid this vs characters like Kimberly or Sagat who can create natural crouch-guard-only lows
Jump Buffer
- After confirming a command grab character's cancel Rush:
- Jump comes out only if the opponent uses a command grab
- After parrying the opponent's fireball:
- Jump comes out when the opponent's fireball is Just Parried
- Especially effective against safe fireballs
Strike Buffer
- After parrying the opponent's fireball:
- An attack comes out when the fireball is Just Parried
- Timing may prevent it from coming out sometimes, but it's a free buffer worth doing
- Against a non-50/50 blockstring:
- Against Ken's Burnout cr.MK → low and cr.MK → mid
- Since cr.MK → low is a true blockstring, buffer LP during it
Rush Buffer
- When receiving the opponent's okizeme:
- Escapes Punish Counter throw from delayed throw setups
- After parrying the opponent's fireball:
- Drive Rush comes out when the fireball is Just Parried