Editing Command-input move
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[[File:Terry Buster Wolf SSBU.gif|300px|thumb|{{SSBU|Terry}}'s [[Buster Wolf]], which can only be executed via a command input.]] | [[File:Terry Buster Wolf SSBU.gif|300px|thumb|{{SSBU|Terry}}'s [[Buster Wolf]], which can only be executed via a command input.]] | ||
'''Command | '''Command Input Special Moves''', also known as '''Command Attacks''', are upgraded versions of the special moves of [[Ryu]], [[Ken]], [[Terry]], and [[Kazuya]] that requires a specific motion on the [[control stick]] and a button press in a specific window of time. | ||
==Overview== | ==Overview== | ||
[[File:Terry BK Compare.gif|200px|thumb|Terry's Burning Knuckle. Standard input (top), command input (bottom).]] | [[File:Terry BK Compare.gif|200px|right|thumb|Terry's Burning Knuckle. Standard input (top), command input (bottom).]] | ||
In traditional {{iw|wikipedia|fighting game}}s, a "command input" is typically defined as any combination of a direction and/or button press that causes a move to be executed. In the ''Super Smash Bros.'' series, it is used for attacks that require more input than a simple direction + button press, typically those that require a series of directional inputs on the [[control stick]] prior to executing the attack. | In traditional {{iw|wikipedia|fighting game}}s, a "command input" is typically defined as any combination of a direction and/or button press that causes a move to be executed. In the ''Super Smash Bros.'' series, it is used for attacks that require more input than a simple direction + button press, typically those that require a series of directional inputs on the [[control stick]] prior to executing the attack. In ''Ultimate'', [[taunt]] inputs can be used instead of the control stick. | ||
While most command input special moves can be activated by simply pressing the [[A button|A]] or [[B button]]s and holding a direction, they are intentionally made slower and weaker to reward players for using the inputs instead. Command versions of these moves are more complicated to activate, but have the benefit of being faster, more powerful, and sometimes have added effects. | While most command input special moves can be activated by simply pressing the [[A button|A]] or [[B button]]s and holding a direction, they are intentionally made slower and weaker to reward players for using the inputs instead. Command versions of these moves are more complicated to activate, but have the benefit of being faster, more powerful, and sometimes have added effects. | ||
There are also some moves that can only be activated via command input, such as Shakunetsu Hadoken, which are often integral to their respective character's gameplay. These moves are often at their most useful during combos, with {{SSBU|Ken}} using his for combo purposes, enabling numerous | There are also some moves that can only be activated via command input, such as Shakunetsu Hadoken, which are often integral to their respective character's gameplay. These moves are often at their most useful during combos, with {{SSBU|Ken}} using his for combo purposes, enabling numerous kill confirms. With the addition of {{SSBU|Terry}} and {{SSBU|Kazuya}} in ''Ultimate'', some command input special moves can also be "unlocked" when reaching a certain [[damage]] threshold, known as [[Super Special Move]]s and [[Rage Drive]]s respectively. These moves often have far more complex inputs, but deal extremely high damage and [[knockback]], making usage extremely rewarding. | ||
There are also some [[advanced technique]]s that can be utilized with command inputs, such as [[charge partitioning]], and [[Kara Canceling]]. | |||
==Moves with Command Inputs== | |||
==Moves with | |||
{|class="wikitable" | {|class="wikitable" | ||
!Move!!User(s)!!Standard input | !Move!!User(s)!!Standard input!!Command input!!Requirement!!Command input description | ||
|- | |- | ||
|[[Hadoken]] | |[[Hadoken]] | ||
|rowspan="3"|[[Ryu]]<br>[[Ken]] | |rowspan="3"|[[Ryu]]<br>[[Ken]] | ||
|Neutral special | |Neutral special | ||
|↓ ↘ → + attack/special | |↓ ↘ → + attack/special | ||
|rowspan="3"| | |||
|The Hadoken deals more damage and the user will announce the move's name in a fiercer tone. If [[Kirby]] copies Ryu or Ken's neutral special, he can perform the command input version of the move. | |The Hadoken deals more damage and the user will announce the move's name in a fiercer tone. If [[Kirby]] copies Ryu or Ken's neutral special, he can perform the command input version of the move. | ||
|- | |- | ||
|[[Tatsumaki Senpukyaku]] | |[[Tatsumaki Senpukyaku]] | ||
|Side special | |Side special | ||
|↓ ↙ | |↓ ↙ ← + attack/special | ||
|Tatsumaki Senpukyaku will be more powerful. Ryu will announce the move's name ("Tatsumaki Senpukyaku!" while grounded, "Tatsumaki!" while airborne) instead of grunting, whereas Ken will merely announce the move's name in a fiercer tone. | |Tatsumaki Senpukyaku will be more powerful. Ryu will announce the move's name ("Tatsumaki Senpukyaku!" while grounded, "Tatsumaki!" while airborne) instead of grunting, whereas Ken will merely announce the move's name in a fiercer tone. | ||
|- | |- | ||
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|[[Ryu]] | |[[Ryu]] | ||
| | | | ||
|← ↙ ↓ ↘ → + attack/special | |← ↙ ↓ ↘ → + attack/special | ||
| | |||
|A "Yoga Flame" input. A red, multi-hit Hadoken which uses the [[flame]] effect. It has more combo utility and [[hitstun]] than the average Hadoken. If [[Kirby]] copies Ryu's neutral special, he can perform this move using the command input. | |A "Yoga Flame" input. A red, multi-hit Hadoken which uses the [[flame]] effect. It has more combo utility and [[hitstun]] than the average Hadoken. If [[Kirby]] copies Ryu's neutral special, he can perform this move using the command input. | ||
|- | |- | ||
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|rowspan="2"|[[Ken]] | |rowspan="2"|[[Ken]] | ||
|rowspan="2"| | |rowspan="2"| | ||
|← ↙ ↓ ↘ → + attack | |← ↙ ↓ ↘ → + attack/special | ||
|rowspan="2"| | |||
|An outward roundhouse kick. If the button is held, Ken will perform an Inazuma Kick, which is similar to his far-range held neutral attack and deals an impressive amount of shield damage. | |An outward roundhouse kick. If the button is held, Ken will perform an Inazuma Kick, which is similar to his far-range held neutral attack and deals an impressive amount of shield damage. | ||
|- | |- | ||
|[[Nata Otoshi Geri]] | |[[Nata Otoshi Geri]] | ||
|→ ↘ ↓ + attack | |→ ↘ ↓ + attack/special | ||
|A swiping crescent kick. If the button is held, Ken will perform an Inazuma Kick, which is similar to his far-range held neutral attack and deals an impressive amount of shield damage. | |A swiping crescent kick. If the button is held, Ken will perform an Inazuma Kick, which is similar to his far-range held neutral attack and deals an impressive amount of shield damage. | ||
|- | |- | ||
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|rowspan="6"|[[Terry]] | |rowspan="6"|[[Terry]] | ||
|Forward special | |Forward special | ||
|↓ ↘ → + attack/special | |↓ ↘ → + attack/special | ||
|rowspan="4"| | |||
|Burning Knuckle will be more powerful and will grant intangibility to Terry's attacking arm, with a green-yellow trail behind him. It should be noted that the input is reversed from his home series, as it is normally a quarter-circle away from the opponent. | |Burning Knuckle will be more powerful and will grant intangibility to Terry's attacking arm, with a green-yellow trail behind him. It should be noted that the input is reversed from his home series, as it is normally a quarter-circle away from the opponent. | ||
|- | |- | ||
|[[Crack Shoot]] | |[[Crack Shoot]] | ||
|Backward special | |Backward special | ||
|↓ ↙ | |↓ ↙ ← + attack/special | ||
|Crack Shoot will deal more damage in general and the second hit will deal drastically increased shield damage, with the tipper hitbox dealing an additional 20 HP of damage. This makes it excellent at [[shield break|breaking shields]]. | |Crack Shoot will deal more damage in general and the second hit will deal drastically increased shield damage, with the tipper hitbox dealing an additional 20 HP of damage. This makes it excellent at [[shield break|breaking shields]]. | ||
|- | |- | ||
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|[[Rising Tackle]] | |[[Rising Tackle]] | ||
|Up special | |Up special | ||
|Hold ↓ for 24 frames, then ↑ + attack/special | |Hold ↓ for 24 frames, then ↑ + attack/special | ||
|This type of input is know colloquially as a "charge motion". Rising Tackle will be more powerful, hit more times, and | |This type of input is know colloquially as a "charge motion". Rising Tackle will be more powerful, hit more times, and grant full body [[intangibility]] from frame 5. | ||
|- | |- | ||
|[[Power Geyser]] | |[[Power Geyser]] | ||
|rowspan="2"| | |||
|↓ ↙ ← ↙ → + attack/special<br>OR<br>↓ ← ↓ → + attack/special | |||
|rowspan="2"|[[Super Special Move]]<ref group="Note">Over 100% damage or below 30% HP in [[Stamina]] battles</ref> | |rowspan="2"|[[Super Special Move]]<ref group="Note">Over 100% damage or below 30% HP in [[Stamina]] battles</ref> | ||
|Terry will punch the ground and a massive geyser of energy will explode in front of him, dealing incredibly high damage at the cost of slow startup and high ending lag. | |||
|Terry will punch the ground and a massive geyser of energy will explode in front of him, dealing incredibly high damage at the cost of slow startup and high ending lag | |||
|- | |- | ||
|[[Buster Wolf]] | |[[Buster Wolf]] | ||
|↓ ↘ → ↓ ↘ → + attack/special<br>OR<br>↓ → ↓ → + attack/special | |↓ ↘ → ↓ ↘ → + attack/special<br>OR<br>↓ → ↓ → + attack/special | ||
|Terry will launch forward and if he connects with the opponent, they will be grabbed and thrown for incredibly high damage, similarly to the close-range grab hitbox of [[Force Palm]]. Unlike Force Palm, there is only a grab hitbox, meaning Buster Wolf is extremely punishable if it fails to connect. The move is also a hit grab, much like [[Fishing Rod]], meaning that opponents can effortlessly [[shield]] the move and punish it [[out of shield]] | |Terry will launch forward and if he connects with the opponent, they will be grabbed and thrown for incredibly high damage, similarly to the close-range grab hitbox of [[Lucario]]'s [[Force Palm]]. Unlike Force Palm, there is only a grab hitbox, meaning Buster Wolf is extremely punishable if it fails to connect. The move is also a hit grab, much like {{SSBU|Isabelle}}'s [[Fishing Rod]], meaning that opponents can effortlessly [[shield]] the move and punish it [[out of shield]]. | ||
|- | |- | ||
|[[Crouch Dash]] | |[[Crouch Dash]] | ||
|rowspan="7"|[[Kazuya]] | |rowspan="7"|[[Kazuya]] | ||
|rowspan="7"| | |||
|→ ↓ ↘ | |||
|rowspan="6"| | |rowspan="6"| | ||
|Causes Kazuya to dash towards the opponent while crouching. He is in a crouching state and his upper body is [[intangible]] for a brief period, making it useful for quickly closing gaps. | |Causes Kazuya to dash towards the opponent while crouching. He is in a crouching state and his upper body is [[intangible]] for a brief period, making it useful for quickly closing gaps. | ||
|- | |- | ||
|[[Wind God Fist]] | |[[Wind God Fist]] | ||
|→ ↓ ↘ + tap attack | |→ ↓ ↘ + tap attack | ||
|A powerful uppercut. If the button | |A powerful uppercut. If the ↘ motion and button are performed on the same frame or the frame after, it will become [[Electric Wind God Fist]], which [[paralyze]]s the opponent and will push back shielding opponents. This is known colloquially as a "just frame" attack, having a one-frame window in traditional fighting games. | ||
|- | |- | ||
|[[Dragon Uppercut]] | |[[Dragon Uppercut]] | ||
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|[[Spinning Demon to Left Hook]] | |[[Spinning Demon to Left Hook]] | ||
|→ ↓ ↘ + special | |→ ↓ ↘ + special | ||
|A low sweeping kick followed by a hook from his left hand. During this move, Kazuya has brief [[intangibility]] | |A low sweeping kick followed by a hook from his left hand. During this move, Kazuya has brief [[intangibility]]. | ||
|- | |- | ||
|[[Left Splits Kick]] | |[[Left Splits Kick]] | ||
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|- | |- | ||
|[[Rage Drive]] | |[[Rage Drive]] | ||
| | |→ ↓ ↘ + hold attack | ||
|{{b|Rage|Tekken}}<ref group="Note">Over 100% damage or below 25% HP in [[Stamina]] battles</ref> | |||
|Replaces Dragon Uppercut. A stronger version of [[Heaven's Door]] which itself has weaker versions that can be performed with a grab or using Heaven's Door on the ground | |Replaces Dragon Uppercut. A stronger version of [[Heaven's Door]] which itself has weaker versions that can be performed with a grab or using Heaven's Door on the ground. | ||
|} | |} | ||
<references group="Note"/> | <references group="Note"/> | ||
==Negative | ==Negative Edge== | ||
[[File:TKPDCombo.gif| | [[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 | 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''. | ||
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. As such, learning the inputs without negative edge is important in order to get full use out of the characters. | ||
Due to negative edge only resulting in weak inputs, it tends to only be optimal in cases where the weak input is necessary. 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 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 dragdown; normally at around 75%. Negative edge can be used to consistently get the weaker version, reducing the chance of human error. | |||
{{#widget:YouTube|id=lVkssRhavxA}} | {{#widget:YouTube|id=lVkssRhavxA}} | ||
==Tiger Knee== | ==Tiger Knee== | ||
[[File:TigerKneePowerDunk.gif| | [[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 | 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 similar motions [https://www.youtube.com/watch?v=tnTx4lRI8bA in traditional fighting games]. 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's 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. | ||
To perform the technique, input a jump alongside a singular | To perform the technique, input a jump alongside a singular A or B press prior to inputting a command special; for example, to do a Tiger Knee Burning Knuckle, one would do '''↓ ↘ → + Jump + Attack / Special''', in which the aerial version would be done, ignoring the ledge. Due to requiring a jump prior to the final input, it cannot be used alongside a special cancel, which puts a firm cap on its utility. | ||
If performed correctly, a jump will occur at the same time as the special move. This has various applications for Terry, such as [[autocancel]]ing [[Power Dunk]]<ref>https://www.youtube.com/watch?v=S3ZyEitiOZQ</ref>, getting a higher arc with [[Crack Shoot]], and using [[Burning Knuckle]]'s aerial variation closer to the ground, allowing it to drift past the ledge. An autocanceled Power Dunk using this technique is even on [[shield]], enabling Terry to mix up with moves like {{mvsub|Terry|SSBU|neutral attack}}. Additionally, it acts as a somewhat committal way to get past projectiles, which can also be applied to Tiger Knee Crack Shoot. Tiger Knee Burning Knuckle allows Terry to get around the grounded version locking him to the ledge, boosting its potential threat range on-stage and making Terry's [[edgeguard]]ing much less committal. With respect to {{SSBU|Ryu}} and {{SSBU|Ken}}, using a Tiger Knee Tatsumaki Senpukyaku can force the move to do a rising version, acting as a committal anti-air option. | If performed correctly, a jump will occur at the same time as the special move. This has various applications for Terry, such as [[autocancel]]ing [[Power Dunk]]<ref>https://www.youtube.com/watch?v=S3ZyEitiOZQ</ref>, getting a higher arc with [[Crack Shoot]], and using [[Burning Knuckle]]'s aerial variation closer to the ground, allowing it to drift past the ledge. An autocanceled Power Dunk using this technique is even on [[shield]], enabling Terry to mix up with moves like {{mvsub|Terry|SSBU|neutral attack}}. Additionally, it acts as a somewhat committal way to get past projectiles, which can also be applied to Tiger Knee Crack Shoot. Tiger Knee Burning Knuckle allows Terry to get around the grounded version locking him to the ledge, boosting its potential threat range on-stage and making Terry's [[edgeguard]]ing much less committal. With respect to {{SSBU|Ryu}} and {{SSBU|Ken}}, using a Tiger Knee Tatsumaki Senpukyaku can force the move to do a rising version, acting as a committal anti-air option. | ||
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{{#widget:YouTube|id=S3ZyEitiOZQ}} | {{#widget:YouTube|id=S3ZyEitiOZQ}} | ||
==Renda | ==Renda Canceling== | ||
'''Renda canceling''' is an advanced technique introduced in ''Ultimate'' which makes it easier to cancel normal attacks into super | '''Renda canceling''', is an advanced technique introduced in ''Ultimate'' which makes it easier to cancel normal attacks into super. It is a misnomer based on the '''Renda-Kara-Cancel''' used in ''Super Street Fighter II'', which involved kara-canceling the startup of a self-chaining light attack into a super combo in order to ignore the restriction that chained light attacks cannot special or super cancel. This technique however does not involve self-chaining light attacks (the renda in renda cancel), nor kara-cancels, it is simply an execution trick that makes it easier to perform special cancels from tilts. | ||
This technique consists of inputting part of a command special, attacking with the [[C-Stick]], and subsequently finishing the input. It occurs because C-Stick macros cannot trigger special moves (so ↓ ↘ → + C-Stick won't be interpreted as a burn knuckle, just down tilt), while keeping the completed part of the special move motion in the command buffer. The purpose of this is making it easier to special or super cancel from tilt attacks, because you can do part of the motion before the tilt, and part of the motion as the tilt connects, instead of needing to do the whole motion during the tilt attack. | This technique consists of inputting part of a command special, attacking with the [[C-Stick]], and subsequently finishing the input. It occurs because C-Stick macros cannot trigger special moves (so ↓ ↘ → + C-Stick won't be interpreted as a burn knuckle, just down tilt), while keeping the completed part of the special move motion in the command buffer. The purpose of this is making it easier to special or super cancel from tilt attacks, because you can do part of the motion before the tilt, and part of the motion as the tilt connects, instead of needing to do the whole motion during the tilt attack. | ||
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For example, with {{SSBU|Terry}}, one can input ↓ ↘ →, down tilt using the C-Stick, and finally ↓ ↘ → + Attack / Special. If performed successfully instead of using Burning Knuckle, Terry will use [[Buster Wolf]], reading the ↓ ↘ → prior to using down tilt, and the ↓ ↘ → during the down tilt. Because only tilt attacks cancel into specials, setting the C-Stick to [[tilt attack]]s is necessary. | For example, with {{SSBU|Terry}}, one can input ↓ ↘ →, down tilt using the C-Stick, and finally ↓ ↘ → + Attack / Special. If performed successfully instead of using Burning Knuckle, Terry will use [[Buster Wolf]], reading the ↓ ↘ → prior to using down tilt, and the ↓ ↘ → during the down tilt. Because only tilt attacks cancel into specials, setting the C-Stick to [[tilt attack]]s is necessary. | ||
This technique is essential for Terry in particular because it allows his [[Super Special Move]]s to cancel reliably from tilt attacks. Since only part of the commands needs to be inputted before the attack connects, this gives the Terry player a lot more control; if the attack used prior doesn't give a favorable situation for the special, the player simply doesn't finish the input. Buster Wolf's input also allows for Burning Knuckle to be used instead should the situation call for it. Overall, | This technique is essential for Terry in particular because it allows his [[Super Special Move]]s to cancel reliably from tilt attacks. Since only part of the commands needs to be inputted before the attack connects, this gives the Terry player a lot more control; if the attack used prior doesn't give a favorable situation for the special, the player simply doesn't finish the input. Buster Wolf's input also allows for Burning Knuckle to be used instead should the situation call for it. Overall, Renda canceling is an essential part of Terry's kit. | ||
{{#widget:YouTube|id=XNszU94fdKc}} | {{#widget:YouTube|id=XNszU94fdKc}} | ||
==Command | ==Command Orientation Input Locking== | ||
'''Command orientation input locking''' (often abbreviated as '''COIL''', sometimes known as COIL charging) is an [[advanced technique]] introduced in ''Super Smash Bros. Ultimate''.<ref>[https://youtu.be/2w0c2PT8AWo COIL video by RoninX]</ref><ref>[https://youtu.be/dcoSzJDT6Xk COIL video by SecSho Resources]</ref> It involves exploiting a quirk in the way the game reads controller inputs to trick it into thinking that the player is moving in two directions at the same time. Because of this, while COIL is technically performable with every fighter, it | '''Command orientation input locking''' (often abbreviated as '''COIL''', sometimes known as COIL charging) is an [[advanced technique]] introduced in ''Super Smash Bros. Ultimate''.<ref>[https://youtu.be/2w0c2PT8AWo COIL video by RoninX]</ref><ref>[https://youtu.be/dcoSzJDT6Xk COIL video by SecSho Resources]</ref> It involves exploiting a quirk in the way the game reads controller inputs to trick it into thinking that the player is moving in two directions at the same time. Because of this, while COIL is technically performable with every fighter, it's only truly useful for {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Terry}}, where the first input of a command input or charge motion is available to them at all times, making said inputs easier to perform. Terry especially benefits from this technique by being able to run up to an opponent and perform an invincible [[Rising Tackle]] without holding down for 24 frames or charge partitioning. The only disadvantage to COIL, while significant in many scenarios, is that the attack button ceases to function while the C-Stick is held, making normal attacks unusable. | ||
Before performing this technique, the player needs to ensure that their [[C-Stick]] is set to tilt attacks instead of smash attacks. The player then needs to hold the control stick in a certain direction, then hold the C-Stick in the same direction. Then, the player needs to let go of the control stick while still holding the C-Stick. For example, if the technique is done correctly and both sticks are held down followed by the control stick being released, the C-Stick will trick the game into thinking the control stick is still down. | Before performing this technique, the player needs to ensure that their [[C-Stick]] is set to tilt attacks instead of smash attacks. The player then needs to hold the control stick in a certain direction, then hold the C-Stick in the same direction. Then, the player needs to let go of the control stick while still holding the C-Stick. For example, if the technique is done correctly and both sticks are held down followed by the control stick being released, the C-Stick will trick the game into thinking the control stick is still down. | ||
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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. | ||
Negative Edge is primarily seen in traditional fighting games, particularly ''Street Fighter''. The term "negative" refers to the release of a depressed button, and for this reason, it sometimes goes by names such as "Button Up". | Negative Edge is primarily seen in traditional fighting games, particularly ''Street Fighter''. The term "negative" refers to the release of a depressed button, and for this reason, it sometimes goes by names such as "Button Up". Since its inception, games like ''Marvel vs. Capcom'' and ''BlazBlue'' adopted it for accessibility purposes. Releasing a button hold can trigger a special move when the motion is performed the same way as pressing a button can, but without the risk of throwing a move out. | ||
Tiger Knee got its name from Sagat's "Tiger Knee" (↓ ↘ → + ↗ + Kick) | Tiger Knee got its name from Sagat's "Tiger Knee" (↓ ↘ → + ↗ + Kick) in ''Street Fighter II'', which involves using a jump input (↗) to perform. As is in ''Ultimate'', it is performed by using the command on the ground and doing the final input when airborne. While Sagat himself had no use for the technique, the input itself later became useful in other fighting games—particularly ''Guilty Gear''—allowing for aerial versions of moves to be used extremely close to the ground. Because of this, moves utilized through this bypass are referred to as being "Tiger Kneed". | ||
The [[Crouch Dash]] was first introduced in ''[[Tekken]]'' as an exploit of the physics engine where some fighters are able to slide forward a considerable distance after performing a certain technique. It was well received by the community upon discovery and has appeared in every major release since. It remains relevant today because not all playable fighters are able to use the technique, making it | The [[Crouch Dash]] was first introduced in ''[[Tekken]]'' as an exploit of the physics engine where some fighters are able to slide forward a considerable distance after performing a certain technique. It was well received by the community upon discovery and has appeared in every major release since. It remains relevant today because not all playable fighters are able to use the technique, making it an valuable tool to those that do have it. The technique is also know colloquially as a "wavedash" due to the move activating in distinct phases, or "waves". The ''Smash'' version of the [[wavedash]] derives from this move, as it's similar in appearance and functionality. | ||
"Just frame" is a ''Tekken'' term primarily associated with the [[Electric Wind God Fist]], but is also used in games like ''Soul Calibur''. It describes moves or actions that require a frame perfect input which cannot be buffered, though there are sometimes ways to make it easier depending on the game and character being used. A lot of the time, these inputs are defined by pressing a direction and button on the same frame, but this isn't always the case. These moves are typically very rare but extremely rewarding, often drastically increasing the skill required to utilize a character. In ''Smash'', Kazuya's Electric Wind God Fist has a | "Just frame" is a ''Tekken'' term primarily associated with the [[Electric Wind God Fist]], but is also used in games like ''Soul Calibur''. It describes moves or actions that require a frame perfect input which cannot be buffered, though there are sometimes ways to make it easier depending on the game and character being used. A lot of the time, these inputs are defined by pressing a direction and button on the same frame, but this isn't always the case. These moves are typically very rare but extremely rewarding, often drastically increasing the skill required to utilize a character. In ''Smash'', Kazuya's Electric Wind God Fist has a 2-frame window rather than 1-frame, making it somewhat easier to execute, and not necessarily a "just frame" attack in the traditional sense. | ||
==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
[[Category:Command input special moves| ]] | [[Category:Command input special moves| ]] |