Editing Command-input move

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==Negative edge==
==Negative edge==
[[File:TKPDCombo.gif|thumb|300px|{{Sm|Ronin X}} using Tiger Knee Power Dunk to start a combo, which involves using a weak Crack Shoot to drag Ken down. This is one such case where negative edge can be helpful.]]
[[File:TKPDCombo.gif|right|300px|thumb|{{Sm|Ronin X}} using Tiger Knee Power Dunk to start a combo, which involves using a weak Crack Shoot to drag Ken down. This is one such case where negative edge can be helpful.]]
Negative edge is a mechanic involving any command input special move, which is present [https://www.youtube.com/watch?v=KrMlROGI3uE in traditional fighting games]. To perform, hold the attack or special move button during an attack, input the special move, and release said button shortly after the attack is over. Essentially, pressing and releasing an attack button can be treated as a half-A press in the context of a command special move. This will always be treated as a tap input, so only the weakest variations of the special moves will occur. This is not to be confused with [[buffer]]ing, which is where a player holds a button to perform an action on the first possible frame. Negative edge is present in ''SSB4'' and ''Ultimate''. While {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}} have full access to Negative edge, {{SSBU|Kazuya}} has it in a more limited form, only being able to use Negative edge with [[Left Splits Kick]]; this is in part due to his other command-input moves requiring an input during a [[Crouch Dash]], which is recognised as a separate "move".
Negative edge is a mechanic involving any command input special move, which is present [https://www.youtube.com/watch?v=KrMlROGI3uE in traditional fighting games]. To perform, hold the attack or special move button during an attack, input the special move, and release said button shortly after the attack is over. Essentially, pressing and releasing an attack button can be treated as a half-A press in the context of a command special move. This will always be treated as a tap input, so only the weakest variations of the special moves will occur. This is not to be confused with [[buffer]]ing, which is where a player holds a button to perform an action on the first possible frame. Negative edge is present in ''SSB4'' and ''Ultimate''. While {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}} have full access to Negative edge, {{SSBU|Kazuya}} has it in a more limited form, only being able to use Negative edge with [[Left Splits Kick]]; this is in part due to his other command-input moves requiring an input during a [[Crouch Dash]], which is recognised as a separate "move".


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==Tiger Knee==
==Tiger Knee==
[[File:TigerKneePowerDunk.gif|thumb|300px|Ronin X performing Tiger Knee Power Dunk. Notice that Terry skipped the usual landing lag.]]
[[File:TigerKneePowerDunk.gif|right|300px|thumb|Ronin X performing Tiger Knee Power Dunk. Notice that Terry skipped the usual landing lag.]]
Tiger Knee is an advanced technique exclusive to ''Ultimate'' that involves making use of a jump alongside command inputs. Because none of his command input special moves can be used off the ground, {{SSBU|Kazuya}} cannot make use of his technique. The name comes from Sagat's Tiger Knee attack in ''Street Fighter'', whose atypical input of '''↓ ↘ → ↗ + Kick''' allowed certain air special moves to be done as low to the ground as possible [https://www.youtube.com/watch?v=tnTx4lRI8bA in other games following its debut]. This can be applied to any command input special move that can be used in the air; ergo, [[Super Special Move]]s, Oosoto Mawashi Geri, and Nata Otoshi Geri cannot be utilized with this technique. It is mainly viable with {{SSBU|Terry}} thanks to the sheer amount of aerial pressure he can exert using his special moves. However, there is niche utility with Ryu and Ken as well, albeit being extremely committal and not having much benefit over simply jumping and doing the input.  
Tiger Knee is an advanced technique exclusive to ''Ultimate'' that involves making use of a jump alongside command inputs. Because none of his command input special moves can be used off the ground, {{SSBU|Kazuya}} cannot make use of his technique. The name comes from Sagat's Tiger Knee attack in ''Street Fighter'', whose atypical input of '''↓ ↘ → ↗ + Kick''' allowed certain air special moves to be done as low to the ground as possible [https://www.youtube.com/watch?v=tnTx4lRI8bA in other games following its debut]. This can be applied to any command input special move that can be used in the air; ergo, [[Super Special Move]]s, Oosoto Mawashi Geri, and Nata Otoshi Geri cannot be utilized with this technique. It is mainly viable with {{SSBU|Terry}} thanks to the sheer amount of aerial pressure he can exert using his special moves. However, there is niche utility with Ryu and Ken as well, albeit being extremely committal and not having much benefit over simply jumping and doing the input.  


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==Origin==
==Origin==
[[File:SagatTigerKneeSF2.png|thumb|200px|Sagat performing Tiger Knee in ''Street Fighter II'', a move that would go on to become the namesake for the staple fighting game technique of the same name.]]
[[File:SagatTigerKneeSF2.png|thumb|200px|right|Sagat performing Tiger Knee in ''Street Fighter II'', a move that would go on to become the namesake for the staple fighting game technique of the same name.]]
[[File:Tekken5EWGF.gif|thumb|200px|Kazuya executing the Electric Wind God Fist in ''Tekken 5'', a prime example of a "just frame" move.]]
[[File:Tekken5EWGF.gif|thumb|200px|right|Kazuya executing the Electric Wind God Fist in ''Tekken 5'', a prime example of a "just frame" move.]]
Command inputs can be traced back to the 1987 arcade game ''Street Fighter''. In that game, the player can access the [[Hadoken]], [[Tatsumaki Senpukyaku]], and [[Shoryuken]] with their respective inputs. There was a very strict window to activate, but all moves did massive amounts of damage to compensate. Players complained that the activation window was too strict which led to inputs being "eaten" and the controls feeling inconsistent. Capcom listened to these complaints and decided to make special moves easier to perform at the cost of damage for ''Street Fighter II''. Takashi Nishiyama, creator of ''Street Fighter'', also listened to these complaints after moving to [[SNK]] and created {{uv|Fatal Fury}}. These two games laid the foundation for all fighting games in the future, and the inputs introduced are now commonplace across the genre.
Command inputs can be traced back to the 1987 arcade game ''Street Fighter''. In that game, the player can access the [[Hadoken]], [[Tatsumaki Senpukyaku]], and [[Shoryuken]] with their respective inputs. There was a very strict window to activate, but all moves did massive amounts of damage to compensate. Players complained that the activation window was too strict which led to inputs being "eaten" and the controls feeling inconsistent. Capcom listened to these complaints and decided to make special moves easier to perform at the cost of damage for ''Street Fighter II''. Takashi Nishiyama, creator of ''Street Fighter'', also listened to these complaints after moving to [[SNK]] and created {{uv|Fatal Fury}}. These two games laid the foundation for all fighting games in the future, and the inputs introduced are now commonplace across the genre.


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