what separates a command normal from a special? is it the inputs?
this is a sincere question
trans mom, wife, composer. The now-retired speedrunner who asked the axiom verge dev "why?"
what separates a command normal from a special? is it the inputs?
this is a sincere question
Command normals usually only require one input plus a button, like the universal 6p anti air in strive. A special move often has a more complex input, whether it be a charge move or the various motion inputs
so is complexity of the input what determines whether something is a command normal vs a special?
Basically. Specials also tend to be the more iconic moves in a characters toolkit, but that's not a hard rule
i think i like input complexity more than how iconic a move is as a delineation, though it definitely seems true that specials and supers seem to be the big things people identify with
In addition to what farrowking said, command normals also (usually) dont have the same propeties as specials like doing chip damage, or being cancellable like specials, or being more cancellable like normals.
I think the short way to put this is they tend to have more in common with normals than specials.
i think both input complexity and chip damage where applicable are very compelling delineations
canceling properties are also a really good point—in general, specials are not special-cancelable but command normals are more likely to be
In addition to both previous comments: in games that have EX moves, command normals dont have EX versions whereas most special moves do.
It's usually not being as flashy as the average special move alongside the direction+input
i'll admit i don't really like "flashiness" as a determinant--if i made 3mk really flashy, i don't feel like it would be a special instead of a command normal
that is a good point ngl, I forgot there are some exceptions where like you can have a flying sobat or one inch punch(see K' from KOF) although idr if we've seen a projectile as a command normal