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I disagree, have you heard of something called the hitbox? You can achieve a very similar setup with a keyboard. A 360 controller's dpad isn't very nice to use.
Anyway, I would like to use a keyboard, and fix the problem.
A hitbox is more ideal for fighting games like Street Fighter or Tekken. Anime airdashers are best played with an actual stick, or at least a pad of some sort.
While I appreciate your opinion, I wasn't looking for what's best to play them with, as it's mostly about preference.
I was looking for a solution, if other people had this problem, and knew a way to fix it.
Btw are you sure we suppose to be able to do that in the first place?
214D while on air seems quite different than 2147D. Could be it was glitch trick and they fixed it when working on keyboard setup. Because in arcade or analog stick, it's quite natural to sometimes accidentally 2147D when trying to 214D, as you swing the stick from 2 to 4 along the outer line. If you swing it fast and strong, you might not exactly stop at 4 but touch 7 a little. That excuse is pretty much nonexistent in keyboard because of the 4 direction buttons. There is no way you can accidentally 2147D or 2148D when trying to 214D, the 7 or 8 gotta be deliberate.
The biggest problem is that there's a slight delay you have to add between hitting up and D, since you actually have to wait until you're in the air first before you hit it, or else you'll just end up doing a 214D or just a jD.
TK's aren't a glitch. They're just buffering the input while you're on the ground. It's similar to jumping or using an attack to buffer Tager's 360s to prevent jumping. Except you're buffering the 214 motion on the ground so you can Crescent Saber the first frame you're off the ground.
I just tried it on keyboard and it worked fine. Using the space bar as jump makes them way easier than using the up or w key though.