Editing Command-input move

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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". If a button is held down for long enough, the game counts releasing that button as another button press. 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 accidentally throwing an undesired move out. This mechanic is useful for performing special moves, as it widens the activation window and reduces the dexterity necessary to activate a move, and can even lead to unique combo and setup techniques that would otherwise be infeasible to perform with only button presses. Since its inception, games like ''Marvel vs. Capcom'' and ''BlazBlue'' adopted it for accessibility purposes.
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". If a button is held down for long enough, the game counts releasing that button as another button press. This mechanic is useful for performing special moves, as it widens the activation window and reduces the dexterity necessary to activate a move, and can even lead to unique combo and setup techniques that would otherwise be infeasible to perform with only button presses. 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). First usable in ''Street Fighter II: Championship Edition'', his first playable appearance, the move 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). First usable in ''Street Fighter II: Championship Edition'', his first playable appearance, the move 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".

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