Quick answer: Buffer inputs during the current action and consume them when the next window opens, with a sensible buffer length, so early inputs are not lost.

Dropped combo inputs are missing input buffering. Adding a buffer fixes it. Here is how.

How to fix it

1. Buffer inputs during actions

Record inputs made during the current action in a short buffer, and execute the next move from the buffer when its window opens. Without a buffer, an input made a few frames early is simply dropped.

2. Tune the buffer length

Set the input buffer to a few frames — long enough that human timing is forgiven, short enough that old inputs do not fire unexpectedly. Tune it to the game's pace so combos feel responsive.

3. Consume buffered inputs cleanly

When the next action's input window opens, consume the matching buffered input and clear it, so it fires once. Leaving stale buffered inputs can trigger unintended moves; consuming them cleanly keeps chains precise.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.