MK9 has Negative Edge

I didn’t realize this till I saw someone complaining about sloppy controls. Then I tested it and realized that Negative Edge was the issue. It’s actually a cool addition.

More like an annoying as hell addition. I don’t want sf in my mk haha

It can kinda get in the way of combos if you’re not careful. Stuff like this can happen.

EDIT: or if you don’t want to follow the link. If you’re REALLY fast, you can input LP (tapped, not even held), back, forward, with Stryker and you’ll get his LP, combo’d into Gun.

Yeah, I did that last night. Was like WTF? I only hit the button once.

I only play tag mode with my friends when they come over so I didn’t investigate how it was being caused, but I think I accidentally tagged several times via negative edge when doing some combos with Kung Lao, was extremely annoying.

Wow, ok that explains so much… I keep wondering half the time I’ll do one special when I’m hitting another it completely pisses me off… They really need to remove this…

yea i noticed it when i was trying to do a jump kick to scorpions teleport.

you can literally do that 2 hit combo by pressing FK only one time.

just do the meaty jump kick with FK then do QCB as soon as it connects, and it will do the teleport. even verified that i only pressed FK one time in training mode from the button inputs.

it is like extra negative edge. personally i don’t like it.

yeah…they need to fix it. but is it even possible to fix it if its ingrained into the fighting system itself? i mean, its not like your fixing the properties of a move (which theyve said they can do without a patch). were talking about going inside the guts and messing with a “feature” built into the fighting engine. I hope they can do it, i just dont think they can do it in the way we want them to.

I haven’t had a problem with it and I have pretty “lazy” fingers.

I complained about this in the main MK news thread days ago. I’m kind of getting used to it now.

“Lazy” fingers makes it easier. The negative edge will not make an attack come out (only specials). So, you can just hold down the button, and you don’t have to worry about getting the unwanted special attack.

More like sloppy execution…

I wonder why people still complains with this kind of thing:

buffering+negative edge = next move active on the very first frame = more time to think and/or react = GOOD!

and if you are making unwated moves, its not the system its YOU, go hit the trainning mode for a few hours.

yeah I noticed this and I hate it, its sucks to have in a system where you have to buffer a LOT of things. Its tough playing Nightwolf and not getting the Choke (:d::f:1) when you want the Axe uppercut (:d::f:2)

Well, good shit then lol

It’s in most every fighting game, but it seems like it’s a full 2 seconds of NE whereas most games are like .5 or even less.

that is the buffering, not NE

???
assuming that what i marked in bold was not supposed to be there:

HOLD 1 then :d::f:2 then release 1

It’s actually a legit problem. When I am doing Kratos corner combos it can get really tricky with the super long negative edging

I kinda like it. If I get something unwanted I just work on the execution and make sure I’m doing it real snappy.

It’s beyond negative edge. You can hit the button, then take your finger completely off it, and do the directional input and it’ll still do the move. I keep getting the wrong combos with Sindel, for instance, because of this.

I’ll try holding the first button like was suggested. It’s not normally an issue, but with some combos it is.

it’s three issues at work here, the buffer size, input recognition & conflicting special move inputs…much like how Gouken players were constantly getting low parry instead of tatsu, which is why they changed all the parry inputs to punch buttons in AE

the guys just didn’t have the foresight, i think the issue would be resolved if they just lowered the buffer size, this being the simplest solution, as the input reading would require a lot more tinkering with the code