I will +1 to Reduced duration of input buffer while dodging, because right now if you slip and accidentally double tap dodge your 2nd press is queued for the entire duration of the dodge and you end up dodging twice.
You do want some degree of input buffer, it’s important for game feel, it’s just a bit too long in certain situations right now.
I guess it’s good to queue for a short time to do what you want without the need to be milisec perfect, and to avoid buttonmashing. But wouldn’t it feel more responsive, and be better for the “easy to learn, hard to master” aspect without any queueing?
There is no genre more precise than fighting games and a short input buffer is now the genre standard even in competitive fighters. Removing the input buffer completely in this type of game feels awful and you may not understand why until you’ve played a game with committed animations that genuinely has no buffer, which is unlikely because there aren’t really any games that don’t use one.
It’s just a question of degrees. Ideally the buffer should be short enough that the player never has enough time to change their mind before the action comes out. So somewhere in the range of 150-300ms, instead of whatever it’s doing now which is probably buffering for the entire duration of the previous animation so potentially 800ms or more
My first thing was to bound dodge to another key. The first point is just QoL. The 2nd point is the most important. Because even if dodge is the single action bound to a key, it’s still an “on release” action. And those milliseconds between pressing and releasing matter more than one might think.
3rd point again QoL for KB/M.
+1 for queueing only the last input. That might be the perfect solution.