The command system in Dark Souls has a sort of "buffer" for the inputs, likely in order to perform a variety of actions with each button. To explain, it is important to understand that each of your actions (such as when you attack, dodge, block an attack, when you are hit, or even simply moving) have frames of animation that prevent you from performing another action until the first action is complete. For example, when you swing a sword, you won't be able to perform another swing, dodge, or so on, until after you finish your first swing.
How "buffering works", is that in the event that you input another attack while in the middle of your initial swing, a second attack will come out, but only after the animation of your first swing has finished.
For a more specific example, if you're using the Zweihander and you do a normal attack, you can hit dodge during the end of the swing animation, and you'll hop backwards as soon as the swing animation ends. In turn, while you're in the animation of the backward dash, if you input the attack button, you will perform a special running attack as soon as you recover from the backward dash.
It's also important to note that if you press a button too early, the command won't be buffered. In the previous example, if you try to hit dodge immediately after pressing the attack button, you will not dodge backwards coming out of the swing. In order for the dodge to come out after your swing, you need to hit dodge during the later parts of the swing animation. Essentially, there seems to be a "buffer window" in an action's frames of animation in which you can input the next action.
In addition, it's not limited to attack swings; If you dodge backward and try to press the item button to quickly (and thus outside the buffer window), using an estus flash, for example, might not go through. This is also the case for block and hit stun.
Modifié par arcelonious, 20 octobre 2011 - 08:01 .