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Crimson Desert Enhanced: Combat Guide - Beginner & Advanced - Input Buffering

Short answer

Crimson Desert uses a certain mechanic that is not at all explained in the game itself. You pretty much have to accidentally discover it, or have experience playing other games that use the same feature. Fortunately, the mechanic is extremely easy to use and blows the combat in the game wide open…

Steam Community guide by Yuri.

Intro

I've seen, read and heard a lot of comments from standard gamers, reviewers and even Youtubers making tutorials and videos about the game where a common complaint is that the timing for some moves in combat is strict and that executing so many different moves with specific timings can be overwhelming.
The trick is that the game uses input buffering, a feature core to smooth combat and one that the game never explains at all.
Input buffering is a general feature used in videogames, but is particularly useful in fighting games like Tekken and Street Fighter.
It enables you to easily execute actions that require multiple button presses, even if those buttons were not pressed together at the exact same time.
In fact, many times a game will display that you need to press two or more buttons at the same time - when in reality it just needs to register a simultaneous input from a certain key combination. It does not need the input to happen with all buttons at the same time.
Since Crimson Desert uses input buffering, It just needs a simultaneous input to happen at ANY time. You hold one key, then press the other. That's it. It's that simple. You don't have to worry about timing at all or about accidentally pressing one key before the other. You HOLD one button, then press the other.

I'll explain with some concrete examples from Crimson Desert.

Input buffering - Applying it to Crimson Desert Combat

Since there are multiple input methods for Crimson Desert on PC, I will refer to moves by their actions instead of their keybinds so people can apply it to their own setups.
Examples:
**- RKO grab = Jump + Run

  • Enemy throw = Dodge + Unarmed Attack
  • Stab/Charged Stab = Light attack + Unarmed attack(hold to charge up)
  • Overhead strike = Light attack + Heavy attack(hold to charge up)
  • Lariat = Jump + Run, while running
  • Giant Swing = Unarmed Attack + Dodge**
    There are many more multi-input moves in Crimson Desert, but I will focus on just a few to explain input buffering. Once you understand it, it will be very, very easy to apply the same concept to any other move in the game.
    Lariat:
  • Hold the Run button in combat, keep holding it, then when you're near an enemy press the Jump button. Since you were holding Run, pressing Jump while still holding Run was registered as a simultaneous input, even if it wasn't at the same exact time. If you were running towards someone and not just pressing the Run button while standing still, you will execute Lariat. If you were standing still, you will execute the RKO grab.
    Overhead strike:
  • Hold your Light Attack button and you will start executing your basic combo. Press your Heavy Attack button while still holding your Light Attack button and you will automatically execute your Overhead strike in the middle of your combo. If you keep holding, you will execute it again. If you release Light Attack, you will transition smoothly into Heavy Attack combos and vice versa.
    Stab/Charged Stab:
  • Almost the same as Overhead strike, just with a different second button. Hold Light Attack and keep holding it, then press Unarmed attack and you will execute your Stab. Bonus feature: if you do Stab this way in the middle of your Light Attack combo, it will smoothly transition from your Light Attack and instantly execute as a fully charged Stab without needing to charge it.
    Giant Swing - the one that will make you realize how good input buffering is:
  • Once you unlock your Flying Knee strike, you will be able to unlock an extension grab for it called Giant Swing. The game tells you to press your Unarmed Attack and Dodge buttons together after the Flying Knee lands. This is one of the moves that a lot of people say has strict timing to execute. It doesn't. Input buffering makes it easy, with 100% execution success.
  • Hold your Unarmed Attack key for a short while and release to execute Flying knee, then press and hold it again immediately when the move starts. When the move starts executing, keep holding your Unarmed Attack key and press & hold your Dodge key together with it. You will grab a fool and start swinging them as long as you hold both buttons down. Release the buttons to throw the fool into other fools, a wall, a tree, a rock off a cliff or to see how far he flies.
    IMPORTANT NOTE: It does not matter which button is pressed first. Adjust according to your situation in combat. The principle is the same regardless of button press order. Hold one -> press the other while still holding the first one.
    The explanations are seemingly more complex than executing the moves themselves. Try those examples.
    After that, feel free to experiment. ANY move that requires multiple inputs in Crimson Desert can be done with input buffering. You just don't press two buttons quickly, but hold one button and then press the other while still holding the first button.
    Have fun and enjoy your transition into a combat god!

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