Its a huge problem for me, nightwolf is basically unplayable
lol.
Nightwolf is godlike. Practice your execution, man.
You can also do this:
for 1,2,2,Hatchet, do 1,2,hold 2,hatchet.
I hope it is something that can be worked through, I keep messing up a relatively simple Jade combo that I am working on because I keep getting Shadow Kick instead of Staff Grab.
Yeah this would probably work out best.
Personally, I’ve gotten used to it, and I’ve barely been playing.
Nightwolf and Negative Edge
For those of you having trouble with Nightwolf’s hatchet coming out (instead of his choke). You need to input the choke command faster. For example, say you’re attempting to do FP,FP,Choke, if you don’t input the choke command before the second punch hits, hatchet will come out, but if you input the choke command before the second punch hits, you will never get an unintended hatchet. I think what happens is that if you miss the choke window the only possible move to do after FP FP would be hatchet, by taking advantage of the negative edge to get a delayed D F input, and if the window has been missed, D F BP = D F (really, D F anything = D F).
I really don’t mind it. At first it bothered me, because it seemed completely random and made the system seem pretty imprecise. But I haven’t yet found an instance where unintended specials can’t be eliminated with better timing.
What is buffering exactly? In SF it was doing a motion over and over till the end of a frame and executing the special at the first frame possible. But I’m a bit confused what’s buffering or “bufferable” in MK9.
I notice the “bufferable” icon the SRK Wiki for certain normals / command normals.
a buffer in computer terms is just a place to store information, like when you watch a video online, some players will buffer a certain amount of info so that the video doesn’t stutter
a buffer in a game works the same way, cept it stores button inputs, the buffer stores a certain number of button presses for a certain amount of time
& there you have it, buffer 101
the problem with MK is that it recognizes the button presses in any order, kind of like Zangiefs lariat in SF, it is not negative edging, which is recognizing when a button is de-pressed
when talking about buffering moves it usually just means to do the move while another one is going on, like the staple cMK, Hadoken
I thought I was crazy when this kept happening. To those people saying “LOL you guys suck, just do this instead”, I don’t think it’s too much to ask to have the combo I want to come out, come out without having to do extraneous button buffering. Sloppy programming if you ask me.
i already posted this response in the general thread. anyway, this has already been discussed on TYM but, you don’t have to negative edge. apparently, you buffer the joystick motion while at the same time you press the button needed for the special attack.
for example, for Ermac say you want to FP, BP, TKS. it’s FP (at the same time input D,B), BP. TKS will end the combo. conversely, if you want to end the combo with air blast. it’s FP, BP + D,B. you should be able to hit either combo effortlessly and without complicating matters by holding buttons.
I know what buffering means in SF. I’m confused on what it means in MK9. What you posted was really not what I was referring to.
For instance:
Mortal Kombat 9/Sub-Zero - Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
Notice “Front Punch” has a “Bufferable” icon. When do you buffer a normal?
I also understand Negative Edge in SF and MK9. For instance in SF. Holding HP, then input QCF and releasing HP will give you a Hadoken.
In MK9 with Sub-zero holding 3, then pressing D, F release 3 and you get an Iceball.
What I do is if a combo is
FP, FP, d,f,BP
to avoid triggering a d,f,FP special at the end of the combo I input
FP, FP, BP, d,f
Works without fail for me.
Buffering in MK9 is the exact same thing as it is in SF. You perform the input of the special during the normal/string’s animation.
When would you buffer a normal though?
Are you saying if I’m sub-zero and I’m blocking someone’s blockstring, I should be mashing 1, then at the end of the opponent’s string, release Block and my FP will come out?
I have difficulties with doing things as simple as jab, jab, Pretty Kick with Kitana.
When I do the input for the Pretty Kick, it’ll do her Square Boost instead. Kinda annoying.