Some of youse seem to be a bit confused as to which what goes where, so I figured I’d lay it out for ya.
Charge Buffering is when you charge during another move in order to have the least amount of “inactive” time possible. For instance, when you’re playing Urien, it’s helpful to do multi-tackle juggles like so:
Charge back, press toward, hold the stick back again and THEN press the button (Roundhouse, MK, whatever).
This allows you to begin charging for the next tackle before the previous tackle has even begun. Otherwise it’s hella-difficult (though not completely unpossible) to do rapid-fire tackling like you see in many of the normal Urien juggles. If you buffer the tackles in this manner, it’s much easier to start the next tackle at the very moment you recover from the previous one. This is also how Rapid Fire LoVs with Remy work.
Capcom has a few “leeway systems” in place like this, as it’s highly unlikely that a human can hit toward and the button at the exact same time. So, like any other beneficial programming hoodoo, ABUSE THAT SHIT.
Charge Partitioning is when you separate the charge time for a single move into more than one section. Which is to say, instead of charging for a full two seconds; you charge, interrupt it with something, charge again, then perform the move. The most common example of this is when you do a dashing charge move, such as Urien Headbutt or Kneedrop. The Kneedrop is like so:
Charge down for 1 second, dash forward, (during the dash) charge down for the full remaining second, then hit up and kick.
You can break the charge up into a few moves if you want to, just know how long it takes to get the minimum charge. For instance, you can dash back and forth several times while charging downward, and all charge time will go together provided you go back to charging as soon as possible after inputting the f, f or b, b.
N - So I don’t want to hear anyone mixing these terms up again. Ever.