Forum Discussion
He’s not giving vague information, he’s very much right. And so are you but you fail to realise where you are wrong though, which is funny considering your response to him, which comes off arrogant.
Yes you are right about how the pre-wind activates and that at the start it’s input overlaps with the stall/powerslide.
But looking at your video it’s because you initiate the pre-wind input too late; doing so right at the top of the coping. When you’re supposed to do it, before you even reach the vert or at the very least midway through the vert. Doing it like this (activating prewind inputs way before reaching coping) will stop the clashing of inputs colliding with each other.
For visual context you know you hit the prewind correctly when your skater has fully swinged/swayed both their arms in the direction you put the input towards. So use this visual cue to know if you hit the prewind correctly. In the video you don’t see this visual cue, so more than likely you did the prewind input too late (just before coping, which activates the stall/grind) or did the prewind incorrectly/not at all (both scenarios are user error as the originally replier said).
The video is intentionally exaggerated to clearly show that prewind and stall inputs overlap, which causes the character to get stuck. It doesn’t actually happen that badly every single time.
In Skate 1, Skate 2, and Skate 3, prewind didn’t exist, so this kind of issue never occurred.
However, in the new Skate, prewind is required to achieve at least 540-degree rotations. Because of that, every time you use prewind, there’s a chance that stall gets triggered due to the shared input. This can happen regardless of height or speed—even in situations where it clearly shouldn’t. That doesn’t make sense.
That’s why I’m suggesting that the stall input should be reassigned.
There’s no real reason for stall to be tied to the downward left stick input. Prewind can still be performed consistently without large arm movements once you get used to it.
I’ve been a ranked player in the Skate series, and I focus purely on scoring. With competitive modes like Spot Battle coming, players will need to consistently perform high-difficulty tricks. In that context, this input overlap becomes a serious issue.
If you’re just casually skating, you might not notice it. But at a competitive level, this is a major problem.
To be clear, I’m not asking to remove stall—
I’m simply questioning whether it really needs to share the same input as prewind.