Dreavus said:
Certainly feels like it. You can throw in the inputs of a magic series so quick that there's no way they'd all straight-up cancel into eachother, yet the combo still comes out.
That's not called buffering? (not being facetious here)
'Buffering' would be hitting the input in advance so that when the attack ends or hits a cancellable portion the input would still come out(supers, etc). The input you buffer is held for a few frames until it becomes eligible to come out. A lot of BB combos rely on buffering motions because normals are typically slower and active for more real-time on hit/block, but have a relatively short window to cancel anything in. Obviously Tager uses buffering all the time for his 360/720 setups.
In Marvel, it's hard to say the buffer is anything but short because it's largely redundant in the system. Nearly every normal is out for less time and has an absurdly lenient cancel window. Take the magic series for an example; no matter how early you hit it, the entire thing is often still an eligible combo.
Saying the buffer itself doesn't exist is just hyperbole; there has to be a really short buffer in the game. All games have an 'input buffer' that stores and uses previously-input commands, or stuff like dashing(forget QCF/DP motions) wouldn't even work.
The easiest way to tell that the buffer is short would be playing someone like Felicia, whose normals are active for such a short amount of time that trying to hit-confirm a lot of her strings isn't possible; you have to hit a lot of them in a very short advance window or not at all, and her magic series actually has a stricter sense of timing attached to it as a result. For characters like Hulk it's almost impossible to tell, because his moves are active for so long and have such excessive hit/blockstun while being cancellable at all times. (which is another reason why characters like Hulk/Sent are popular online outside of the raw damage; you get a lot more room for error during lag that other characters don't get--because among other reasons yes, the buffer in MvC3 is really short)
Another way to at least see that buffering barely exists in there is that you can toss in TK inputs for stuff like Spencer's OTG pickup (2369+M/H) in advance at the end of a launcher combo that leaves him on the ground. But the window to do it early is fairly small.
EDIT: Clarified that a bit.
EDIT2: Clarified more.