its because c.mp can be linked or confirmed. c.mk can only be confirmed. thats why c.mp is easier.

It seems you didn’t get me, you have 9-11 frames to CONFIRM with a c.MP(about the same with s.MP)
The cancel window of 15 frames should allow you a confirm of 15 frames long, which is longer then c.MP

Now the riddle is, why is c.MP easier to hitconfirm then c.MK?

(The data I got should be arcade data.)

I didn’t understand the first part of the post ?because I just woke up? but I can answer the second. Off of a c.mk, you have to cancel, so you have to input the command in the 9-11 frame cancel window or whatever it is. You can cancel c.mp into SAIII, but you can also link into it. Thanks to the link, you get an extra few frames from the move’s recovery to determine whether or not you hit.

err are my post invisible or something

its because you can LINK or CONFIRM c.mp. thats why its easier.

c.mk cannot be linked I think. Only cancelled.

on the c.mp you have 2 possible windows to cancel\link into super and it will hit. c.mk only has 1 window and thats the cancel window.

your #'s are wrong I think. s.mp and c.mp arent the same #'s. You can tell visually that s.mp has a faster link window than c.mp. Could be wrong though but I do know how to do both well.

c. mp is hit-confirmable as a LINK, not as a cancel

Wow, I can’t read. My bad. :looney:

You have 9-11 frames to succesfully link c.MP into SA3.
You have 0-15 frames to succesfully cancel c.MK into SA3

This is the third time I’m posting the same thing…

Now my question was, why do people have enough time to confirm c.MP easily, and fail to confirm c.MK?

#'s dont matter when 2 moves are that close.

linking is much easier than cancelling because you can see the entire hit animation. c.mk hit confirm cancel must be done before the hit explosion is done with. Thats why c.mk is harder.

c.mp gives your more visually letting you know when to super beacause you can link it and actually see the entire hit sprite. On the c.mk you have to cancel before the hit animation is done with. So that means you have to look harder for the hit.

c.mk super has never been hard. Its always been the hit confirm part because of the minimal amount of visusl confirmation you get.

if that’s true, maybe it’s something about where the hit frames are? Like if c.mp actually hits before a c.mk would, you’d have more time to confirm whether or not you hit.

I can see how peeps get it alot. Verifying the hit isn’t terribly tough. Everytime I c.mk with Ken I always buffer it with a double fireball motion right after without hitting the kick. That way, if it connects, all I have to do is hit any kick again as opposed to banking on the motion once. Granted, I can’t do it 100% of the time though.

cr.mk is not hit confirmable. there is nobody fast enough to beable to see the hit 100% of the time. i myself can only confirm it maybe 1 out of 5 trys and thats at best. cr.mk is only to be used on whiff punishment or if you have a dash happy or range noob oponent, you can buffer it and punish at will.

this would be true, except I believe the arcade version is slow enough so that extremely gifted people with quick reactions would be able to confirm it. most near every person who have made the claims of being able to confirm it all started out as arcade regulars.

I too once thought confirming low forward to be impossible, but I am glad to say that I can now do it. To the non-believers: practice practice practice

along these lines, i’m just trying to get the terminology or w/e correct. i prob know what it is but i dont know the term. what’s the difference between a “cancel” and a “link.” dont flame me, i just would like to know.

A cancel cuts off the end of the first move and starts the second, whereas a link works because the hit stun of the first move is longer than the startup of the second. With Ken, if you do cr.mp, then quickly do sa3, you will see Ken’s arm “disappear” and the super will combo. If you wait longer, you can land sa3 after the recovery of cr.mp by linking the super; if you do it this way you will see the cr.mp push them away and the vacuum effect of the shippu pull them back in.

so a cancel is just using the motion of one move to start up a second correct? and the link is you have to do the super motion in full, that is two fireball motions, after the move, i.e. cr.mp, is over.

normal moves or actions are broken down into three phases, start-up frames, hit or active frames, and recovery frames.

a cancel is when you (using super as an example), complete the super motion during active frames (or hit frames) canceling the animation of your move to combo your super.

a link is when you complete the super motion the moment your move completes it’s recovery. some moves recover while your opponent is still in hit stun allowing you to link your super.

ken’s crouching mkxxsuper hit confirm is a cancel. ken’s crouching mp>>super hit confirm is a link (you can also cancel the mp, but why cancel when you can link?). ken’s crouching mkxxsuper is more difficult because you have to cancel the super during it’s active frames. with ken’s crouching mp>>super you have the entire time the move is out (including recovery frames) to confirm whether it hit or not.

basically you have alot more time to confirm links because you get to watch all three phases of the move to confirm. with cancels you only get the first two phases.

there’s more to it but that’s it, essentially.

ok, thats what i thought but i was just making sure. i just dont know what everyone calls things. but thanks for the input. question though, why is it that you see more cr.mkxxsuper then cr.mpxxsuper if you have more time to confirm the cr.mp. is it just the range? and what about damage? i would test it but i’m tired as hell, so i’m going to bed.

KingRoah: with the story about cancels you just told, I want you to try explain late cancelling:P

ha, ha, yeah. like i said there’s more to the story:looney: but i was addressing the differences between cancels and links as they apply to ken and gave a simple example to avoid confusion. a late cancel is when you can cancel a move even during it’s recovery frames! what? (like Chun’s c.mkxxsa2, peeps call that a link sometimes but it is a late cancel) i don’t think that you could late cancel ken’s c.mkxxsa3. i’m no ken player. hell i’m no 3s player anymore, :rofl: anyway Reaver maybe you can expand on my post to make your point and learn us something.