That is incorrect, the input buffer does not apply only to combos, it applies to all button presses. Thus why the concept of “turns” has been brought up so much with SFV. It’s because if something is negative at all, you’re giving up your turn, because the ability to do frame perfect normal reversals is infinitely easier than it’s ever been. The only exception to this is when it’s hard to react to the normal which is negative – like Ken’s buttons, thus why Ken gets so much hate for getting away with so much unsafe shit.
So no, everyone did not become a god at doing normal reversals, they just got a HELL of a lot easier. Contrary to recent belief, reversals used to be VERY difficult to do. Specials/Supers would be the most likely to have had buffers, thus, they were the preferred reversal option for tight punishes, as well as giving you multiple buttons to press to allow for more chances (see double tapping, drumming and other such techniques built up through the years).
If the buffer only applied on-hit, there would be a lot of option selects to make hit-confirming moves a non-issue.
Crap was negative all over the place in older the games, but it didn’t guarantee the end of your pressure, because…
- No buffer for normals
- Less universal frame normals (not every character had 3 framers)
- Much less block/hit pause
- Faster overall, depending on the game
I mean, in all of my time playing 3S, the amount of Raidas that have gone unpunished is preeeetty ridiculous. Not only that, even on amazing players, I could sometimes keep pressure afterwards, despite it being negative -5~-7 depending on the version. The power of speed and subtle animation!