Yeah, I thought I noticed something similar on Erron but I wasn't sure. I usually keep input enhancing settings off, but I was kind of thrown off by "Input Shortcuts". At first I thought it was like a feature UMvC uses, lol.I have. d2 turns into d,b,2 if you go diagonally at all. As soon as I turned it off it quit happening. Now all three of my options on button mapping screen are set to "OFF".
Never use the analog on a pad. That's why they have a dpad.I havent noticed much of a difference honestly. But ive been toying around with Liu Kang. I couldn't properly play Takeda on controller cause doing a back and forth motion on the stick of the controller always makes me jump. And my movement on dpad is balls. I think down backs turn into a SF firebal type motion. But thats common sense
LOL I couldn't use a controller if I tried. Stick for life!Never use the analog on a pad. That's why they have a dpad.
I was noticing this as well, when I was trying to do Shinnoks amulet thing I kept fucking jumping when I tried to do it so idkI havent noticed much of a difference honestly. But ive been toying around with Liu Kang. I couldn't properly play Takeda on controller cause doing a back and forth motion on the stick of the controller always makes me jump. And my movement on dpad is balls. I think down backs turn into a SF firebal type motion. But thats common sense
That's release check. Input shortcuts has to be something else.They are some of the stupidest crap ever. It means the attack button press can happen before the d-pad motion and still register so they mess up buffered moves.
d,f,1 can be buffered as 1,d,f
It's like this was designed to annoy people that can play and sabotage people that are new to the game.
Well yea. But as i said it gets rough on the hands with the chaffing :/Never use the analog on a pad. That's why they have a dpad.
LOL I couldn't use a controller if I tried. Stick for life!
Nothing wrong with sticks, but the analog is just asking for input errors.Well yea. But as i said it gets rough on the hands with the chaffing :/
I suppose ill have to invest in a stick for the one -_- since i cant use my 360 stick.
I can't use sticks in NRS games, it makes all of the movements feel insanely clunky & stiff. I do play KI and SF with a stick, but it feels like NRS creates games without a fight stick in mind.Nothing wrong with sticks, but the analog is just asking for input errors.
I feel the same as you. I could only used Pads for NRS games, I think it's the back, forward input is what throws me off on a stick (especially in mid combo), then there's down, back, forward moves that I hate on stick. But I'm fine with stick on other fighters.I can't use sticks in NRS games, it makes all of the movements feel insanely stiff. I do play KI and SF with a stick, but it feels like NRS creates games without a fight stick in mind.
To each their own. I couldn't play Kabal in MK9, but could play everyone else on my stick. So I stuck with pad. I did however use my stick for a while with IGAU, but eventually fell back to my pad. Unless I invest in a hitbox at some point. Otherwise pad warrior for life lol.I can't use sticks in NRS games, it makes all of the movements feel insanely stiff. I do play KI and SF with a stick, but it feels like NRS creates games without a fight stick in mind.
So this is why i would grab an interactable during a combo when i didn't want to!!! God that was pissing me off.hello guys my first post here but thought i help clear something up, the input shortcuts option is not for diagonal inputs they are for inputs like grab and interactable which are done by pressing R1 or done Manually with 1+2(with input shortcuts on) i would just turn off negative edge and keep the rest on i play on stick so its better if do thing manually 1+2 or 1+3 etc. hope this helped out
Release check - aka negative edge, this allows button releases to count as button presses sometimes. Example: with it you can input 3~db3 as [press 3]~d,b+[release 3] instead of tapping 3 twice during this sequence as normal.
Alternate controls adds check of diagonal inputs inbetween f, d, b (db becomes "honest" quarter circle back aka d, d+b, b for example, and bf becomes half-circle forward motion).
Shortcut enables keeping directional inputs in buffer for its full duration instead of deleting them as soon as they are recognized as a part of some move, allowing it to be used by motion recognition later for additional move. With this you will be able to input d1~df2 as d1~f2 saving yourself one additional motion. Without it you won't accidentally input b21~bf2 because you input b21f2 way too fast, for example. Take your pick.