In spite of the claim in patch notes that Zetter’s shine frame data changes make followups stricter “while not changing the input timing,” input buffering is definitely different and I think bugged. Shine -> buffered wavedash inputs on shield or on hit frequently result in buffered empty jumps instead of a waveshine, with later shield inputs being seemingly eaten or unbuffered. Occasionally, directional inputs on the wavedash are also eaten if the wavedash does happen to come out. The misinputs I’m getting seem very similar to if not maybe identical to the ones seen a few patches ago (I believe October or so of last year?) when certain wavedash mechanics were altered
Long story short - the jump timing change is of course by design, but the issue is that jump is still bufferable with the same timing after a shine hits, but the shield input to wavedash after the jump gets eaten resulting in buffering empty hops

im someone who waveshines a LOT and theres definitely something goofy going on with the input window. exactly as stated above, im jumping a lot and my directional input often isnt read. it feels like previous patch i could buffer, and now i cant, which makes the timing tighter than my muscle memory.
if you did intend the input window to remain the same, that did not happen

This is not a Zetterburn thing. This is an input thing. I’m having this happen with nearly every input. Something has gotten screwed up. Button presses are buffering for way longer than they should in weird situations, stick flicks are getting outright ignored, and trigger presses are expecially iffy. The latter two have been a problem for a while now, but they’re much worse after this patch. Something that’s happening which is new is that stick flick inputs go from being borderline nonresponsive to hypersensitive with no indication as to why. I’ll go for a directional tech, directional wavedash, roll out of shield, or a raw dash in the direction I’m facing, and I get nothing at all. But then all of a sudden when I’m just rying to turn around with the gentlest stick motion I can possibly manage, I’m zipping across the screen at mach f*ck because it registered it as a dash.
I know this isn’t a controller issue, because I can boot up another game and get crisp, responsive inputs. I go on Rivals 2, and it’s sludge.
Even the menus are worse, which makes me think this is even more insidious, and it isn’t just a gameplay thing, but some kind of interface with the input layer itself.
when shine hits the opponent you can’t input the same wavedash timing as when shine did not hit the opponent. you have to either input shield twice after jump to end up wavedashing or else you end up only jumping. alternatively you input the jump+shield input a lot more delayed compred to WD after shine when no opponent was hit..
As a follow up to this, other inputs after jumping get eaten as well, such as doing a shine instant jump cancel up smash. The jump comes out but nothing else. It doesn’t really make sense how the buffer system would preserve one action and not the other which is also performed instantaneously / on the same frame
Sorry as yet another follow up to this - shine out of shield, as in jumping, starting shine on first actionable aerial frame, and then jump wave landing down is still perfectly bufferable with zero issues in any of my testing. Given that the only difference between shine oos, which acts as intended, versus grounded waveshines, which eat buffered inputs, is being grounded or not when it comes to preservation of buffered post jump inputs, I have to imagine there’s an issue with buffering actions after jump squat or something
having the same buffer thing as a zetter / oly player. w zetter doing shine then wavedash especially when hitting something results in short hop with no airdodge. i thought at first this was just a result of the shine Frame Data nerfs coming into affect, but getting a jump without the wavedash wouldn’t make sense cuz the jump timing is adjusted but wavedash is not…
this is really frustrating because as someone had mentioned above, wave shine timing was broken a while back when they made a patch. talking to other players, some people who did slower shines said they did not notice any difference and for others they noticed it immmediately, and it is the same this time around where for players who did fast shines, the buffer is again broken. they did fix it last time like the day after and i really really hope they fix it again soon. the idea of having to completely learn new timing for split second technical skill that i spent more than a year now working on is enough to make me want to quit the character or the game.


I haven’t had any problems with the buffer.


Should be fixed in the next hotfix.