Command-input move: Difference between revisions

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(→‎Tiger Knee: kaz has no aerial commands, not even rage drive works off the ground, you just get heaven's door instead)
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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 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 [[Fighter ability|Super Special Moves]] 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 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]].
There are also some [[advanced technique]]s that can be utilized with command inputs, such as [[charge partitioning]], and [[Kara Canceling]].
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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 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 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 [[Ryu (SSBU)/Neutral attack|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.
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 [[Terry (SSBU)/Neutral aerial|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 [[Terry (SSBU)/Up tilt|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.
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.


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==Command Orientation Input Locking==
==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'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.
'''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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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".
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 relevent 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.
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 utilise 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.
"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| ]]
[[Category:Character-specific terminology]]
[[Category:Character-specific terminology]]
[[Category:Ryu]]
[[Category:Ryu]]
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