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Who plays without release check?

Roz

"You will not be remembered."
Title speaks for itself, do you play with or without release check on? If you didn't already know you can toggle it in the controller present screen on the pause menu.

Do you find that it helps you with it on or off? I've found Cassies brawler variation combos much easier to execute with it off especially with corner combos, specifically db2,b1, bf3.
 

Saint Op Omen

Savagely beating his super-ego with his id...
Yeah I don't know where it's useful but other fighters have it so they put the option...
 

Sajam

Nightwing In Retirement
Release check is negative edge, so let's say your character has a move that's bf1 and a move that's bf2.

If you try to do a string like 11 into bf2 you will get bf1 instead like every single time. So yeah, I can't think of a reason I would leave it on.
 

Krackatoa

BEES? BEES!
Yeah I don't know where it's useful but other fighters have it so they put the option...
It's useful when linking special moves together. A good example in SFIV is Akuma's LK.Hurricane Kick into HP.Shoryuken. If you hit the HP for Shoryuken too early (Just before LK.Hurricane recovers), but you release HP just as you've recovered, you still land the combo.

However, just like in MK, it wreaks havoc on player execution when cancelling normals. Many players have gotten used to simply holding down the interfering button when they go to do their special input, and release both buttons after the special has finally registered (Very necessary for Yang players). Capcom actually went in and specifically removed Negative Edge from effecting some of these situations, because they also knew it was total bullshit.

I have a feeling that NRS just put it in to cater to SF players, but didn't really think about it's actual application (How often are you linking specials in this game, really?)
 

WakeUp DP

GT MK OshTekk.
Release check: off
Input shortcut: on
Alternative controls: off = MK9 without input drops or random standing normals! :)
 
Release check is negative edge, so let's say your character has a move that's bf1 and a move that's bf2.

If you try to do a string like 11 into bf2 you will get bf1 instead like every single time. So yeah, I can't think of a reason I would leave it on.
Actually the trick is to do 112bf instead of 11 bf2