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.
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.
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, anyway Reaver maybe you can expand on my post to make your point and learn us something.
there were some time at the arcade when i played Flash G…when he got serious he would never miss. c.mk into super. he told me at times he quickly glanced at the point total…to see if the c.mk hit than he would do the super. scary stuff
Like I said, Ken’s c.MK should have a cancel window of 15 frames which should make it late cancellable(or something). Chun’s c.MK cannot be linked into SA2, Chun’s c.MK gives +0 at best and she’d need +4 for the link:P Cancelling generally is stopping the execution of the first move with the next, this depends on the cancelable window. The cancelwindow only opens up after you’ve hit something(block or succesfull hit). GG for example has “idle cancels” which are named Roman cancels(they cancel into idle state).
Linking is like said before many times, waiting out the entire recovery of a move and then launching the super, so you could for example link c.MK into SA3, but the SA3 then shouldn’t hit(since c.MK from Ken also gives +0 at best). c.MP,s.MP have +4/+5 on hit which means plenty of room to launch SA3(hence they’re called linkable moves).
c.MP works best when used as sort of counter hit, it generally stops everything your opponent can launch. Outside that purpose it’s range is indeed the main bottleneck, especially since c.MK and s.MP(far) replace it pretty well. Next to that c.MP is parriable both ways, meaning that with the bad timing you could be eating damage. On Chun however, s.MP(far) doesn’t work to well(it whiffs when she’s crouching); so there you’ll have to use c.MP more often.
thx for the reply’s. i thought thats what it was but again, i’ve only been playing for a little over a year and its only me, my roomate, and another friend who play…so i’m not to much on the terminology. but now i have to learn how to use the stick…which isnt going to well right now…
hey about cancelling or linking into shippu from c.mk, when people do this do they generally buffer the 2 qcf’s for shippu as c.mk comes out, or do some input the first qcf, crouch and do mk and finish the 2nd qcf? i dont even know if the second method works or is possible. sorry if this sounds dumb, i have no arcade scene (or arcade in general) around and my best competition is training mode. just trying to learn the right way i guess… thanks
p.s. i thought this could belong in the hit confirm thread because the second method would require only 1 qcf input after the c.mk, giving better chance for confirm.
I do all hit confirms with move(or rather poke), 2x qcf, confirm, KKK. c.MK XX SA3 usually ends up being fully buffered though, because there’s no way to really decide whether it has hit. I will buffer it only up when I’m pretty sure it will hit. So the c.MK super technique for me is different eventhough it’s the exact same motion:P