Buffering usually means taking advantage of the game’s input system by storing inputs in the game’s input buffer so that they can be used to execute a command at a later stage (usually only a few frames afterwards). Buffering makes certain moves easier to perform and is used to perform combos.
A few examples:
[*]To do a perform Zangief’s super without jumping, you can dash forward, then buffer the 720 command during the dash and then press punch when the dash ends.
[*]With Ryu (full super meter), if you do :qcf: + :p:, :qcf: + :p: you will get a fireball cancelled into his super. You get the super because the first :qcf: is still in the input buffer (ie. it’s “buffered”), so the motion the game “sees” is :qcf::qcf:.
[*]To perform fireball FADC, you only need to tap forward once after the fireball to get the dash cancel because the :qcf: of the fireball is buffered, so it uses the forward motion as the first input of the dash.
The numbers refer to directions. Use the numeric keypad on your keypad as a reference. MK means medium kick and P means punch
This translates to: