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|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.]] | ||
Negative edge is a mechanic involving any command | 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 primarily exists to make | Negative edge primarily exists to make combos with special moves easier for players to perform, making it a good technique for new players to utilize when starting out. For example, with {{SSBU|Ryu}}, it is possible to use negative edge to make canceling his close strong {{mvsub|Ryu|SSBU|neutral attack}} into [[Shoryuken]] easier. However, as aforementioned, this can only result in a weak Shoryuken; due to situations like this, learning the inputs without negative edge is important in order to get full use out of the characters. | ||
Negative edge's treatment of half-A presses is very liberal, even applying in instances such as [[shield]] tilting. Thus, in the case of {{SSBU|Terry}}, it's possible to tilt downwards while holding B, then flick the control stick upwards and release B for a weak charged [[Rising Tackle]]. However, there are more optimal routes for Rising Tackle out of shield, such as COIL, which can also allow for the strong version. This can be used with other special command-input moves, though due to their often inferior frame data, it's difficult to justify. | |||
Because Negative edge only results in weak inputs, it's optimal in cases where the weak input is necessary, reducing the chance of human error. This best applies to situations such as {{SSBU|Terry}}'s {{mvsub|Terry|SSBU|neutral aerial}} into [[Burning Knuckle]], which can otherwise be difficult to recover from using the strong version off-stage. Additionally, at higher [[percentage]]s, the strong version can sometimes be too slow to connect reliably. For a more niche case, against characters like {{SSBU|Mega Man}}, {{SSBU|Robin}}, and {{SSBU|Ken}}, there are situations where Terry's {{mvsub|Terry|SSBU|up tilt}} can be canceled into a weak Crack Shoot and result in a drag down; normally at around 75%. | Because Negative edge only results in weak inputs, it's optimal in cases where the weak input is necessary, reducing the chance of human error. This best applies to situations such as {{SSBU|Terry}}'s {{mvsub|Terry|SSBU|neutral aerial}} into [[Burning Knuckle]], which can otherwise be difficult to recover from using the strong version off-stage. Additionally, at higher [[percentage]]s, the strong version can sometimes be too slow to connect reliably. For a more niche case, against characters like {{SSBU|Mega Man}}, {{SSBU|Robin}}, and {{SSBU|Ken}}, there are situations where Terry's {{mvsub|Terry|SSBU|up tilt}} can be canceled into a weak Crack Shoot and result in a drag down; normally at around 75%. |