Tip to bypass the negative edge

I know a lot of people have problems with this. So did I until recently when I found a way around it.

For people that don’t know what negative edge is, it’s when the release of a button is stored. So in other words the games reads the input twice: when you first press the button and when you release it. Why is this a problem? Well because some characters have similar special moves that share the exact same command but end with different buttons.

For example Nightwolf has D, F, 1 and D, F, 2. So if I do: 2 xx D, F, 1, depending on how fast I input it a different special will come out. The problem you see is that the game stores the previous 2 input. So when I go for “D, F” after, it thinks I want to do D, F, 2. So it actually takes priority over 1 (which would be my next input).

I also had this problem with Stryker. The game was confusing B, F, 1 and B, F, 4 when I did D+4, B, F, 1. The B, F, 4 came out when I actually wanted the other special to come out.

Of course one way around this is simply to slow down your input. But this can still be problematic sometimes, especially in situations where you have no choice but to input it fast enough.

I found a simple way around it though. To avoid negative edge, I simply don’t release the button I don’t want the game to read twice. So with Stryker for example, I would go: D+4 (hold down 4), B, F, 1 then release 4. This way will make sure that 4 never takes priority over 1.

Of course on a regular controller (which is what I use) this is a bit hard to do. But if you have a stick it’s a nice trick to learn.

That’s not the only problem people are having. The game has a VERY weird buffering system where it’ll insert buttons for you for special moves. For example, with Sektor, doing j.4 and then pressing down to forward WITHOUT hitting 4 again will get you jump kick to teleport punch.

This buffering system can make it very hard to do enhanced specials when you want (it greatly reduces the window to hit block) and can get you the wrong move in combos. For Sektor, my workaround is do to j.3 instead of j.4 when i want to do jump kick to en:teleport punch so that hitting the qcf makes the game not immediately do teleport punch. Everyone else will have to find similar workarounds.

Hum that’s pretty much negative edge in action right there. That’s exactly what I was talking about. Did you even read?

The fact that you release 4 makes the game read the input again, that’s why your special comes out. But if you hold it down it won’t come out.

Negative edge is a common concept that a also exists in SSF4. But it’s just seems to affect inputs more in this game. Another thing that doesn’t help is the fact that there are no QCF in this game. Just D, F.

that is not negative edging, if it where negative edging this wouldn’t work, you can release the button before doing the move & it’ll still come out, in other words in the buffer it would look like this: BK,D,F

All you have to do is press the button fast or hold the button and press a different one and let go while in a different animation of the one you want.

Buffering is inputting command strings during the animation or start up of another move or normal animation.

What you are describing is still due to the negative edge that makes your BK read twice. The thing is the second input seems to stay in memory longer than SF. That’s why it takes priority over the next input. Because you just released it.

this actually does work.

what is causing the confusion, people??

I just keep pressing the button that is giving me problems with the negative edge and then perform the motion with the other button, so there’s a moment that I am pressing two buttons at once. That solved all my problems.

dude, a buffer is a temporary storage in a program…when people say “bufferable or buffering” all they’re really saying is put the move in the buffer, so that they can do the move as soon as possible

negative edging is reading a depressed button, yes, a program knows if you have pressed, held down or released a button. the buffer in SF is actually quite large (auto correct moves anyone??) but if in SF you were to do punch,hcf nothing would come out, but in MK it would cause a special cause it reads the inputs differently, kind of like Zangiefs SPD, where it doesn’t matter which directions you are pressing as long as you get all 4 of them into the buffer

So why are we even arguing about this? You just repeated the exact same thing I just said.

You buffer a hadoken during a crouching forward. But it’s the negative edge that makes the input read twice. Holding 3 punches, then doing QCFx2 and then releasing 3 punches. That’s negative edge. Inputting 360 motion during a kick or a jump is buffering.

Doesn’t matter if your intentions are to buffer the move during another move, it’s still the negative edge that fucks up your input. And holding the BK down will always prevent this. That’s all I’m saying.

If you still don’t understand after that I give up.

because you don’t seem to understand what a buffer or negative edge is
when you say “input seems to stay in memory longer” you’re talking about the buffer…in other words everything you do goes into the buffer, not just moves input during the animations of other moves

& you don’t seem to understand no matter how many times i say it, that a special shouldn’t come out if you release the button before doing the directional inputs…try it in SF n see how it works out for ya

now, i don’t really know why MK works in this way, but canceling moves seems to apply to any button being held down, like you can’t hold back & press forward to do a special for example, you have to release back & press it again. this thread talks about this canceling thing going on
http://shoryuken.com/f345/canceling-bufferd-special-moves-272380/

Because you are calling it by the wrong name. Either come up with a new name or make it more confusing for everyone by calling it negative edge.