@"Hol Horse"
Text book response, I like it. Good stuff!
Or you just double tap everything that does not hurt, because it’s good practice.
Most people seem to think so.
What I’m curious is how to test if plinking actually works or not, because in training the inputs look the same as in SFIV.
so its like plinking but with 1 button.
I was messing around with double tapping on sanwa buttons and it was uncomfortable, the plunger felt small.
These new Hori Hayabusa buttons will be similar to Sanwa buttons but with a wider plunger, they might be on to something with these new buttons. They did say that they used feedback from Japan pro players for their Hayabusa and Kuro buttons, iirc.
The new Hayabusa buttons also sit lower than the Kuros. Probably makes double tapping easier since they don’t go up as high.
Never tried the Hayabusa ones, maybe I’ll give them a shot!
Lol sorry this is a bit unrelated, but I just had to share this. This dude is double tapping his plinks?
at which point exactly? screen / time?
I don’t see how you could double tap a plink since in plink you must NOT unpress the first button after 1 frame, the execution requirementsfor the two techiniques clash against each other
That input display looks like a clusterfuck. Turbo perhaps?
He does it the entire match, at 8 sec in you can see two inputs of mk and hk, though he missed the plink. At 0:13 he does it perfectly though.
I suppose it’s not possible to judge if it’s a true double tap or just plinking again, but it still looks really fast.
He does double taps, plinks, triple taps, mashing…every technique in the book, it’s a complete clusterfuck, and he still drops a combo in that video lol.
unless I’m missing something, it’s techically impossible to double tap a plink for the reason I already stated. I think he’s just inputting plink twice very fast, but even with the fastest hand he’s going to have at least 1-frame gap in between
In SFV, plinking (if it actually works) seems more useful than double taping. When trying to time a punish you don’t want a frame gap in your input, so plinking is better here. In combos, the buffer is only disabled when you have to walk and thus the link will usually be a one framer.
Double taping links in SFV sounds like a bad idea to me. Since the buffer is active before the linking time window, double taping will only be useful if you happen to tap the button even earlier than that.
Double taping will still be good for canceling though, especially into specials. It’s also useful in every other fighting game there is, so not a bad skill to acquire.
How do you test for plinking though? I have no idea
U have to look for justframe punish scenarios.
https://docs.google.com/spreadsheets/d/1976rt8B91PqVCeYJAmcnW1uwVJ0H03QJtV-dJC5ohL8/htmlview?sle=true
Kinda late to reply to this thread but double tapping my normals and plinking 1 frame links has helped my execution tremendously in SF 4 now.
I really really want to try those Hori Hayabusa buttons now.
I don’t think there’s such a thing as one frame punishes in SFV unless you have to walk forward first. Ryu has a 4f gap between st.mp, st.mp so a 3f jab will CH if pressed on the first frame, but if you’re a frame late it’ll lose due to the normal priority system. I can get the jab to CH 10/10 times but I can only punish Balrog’s light dash punch about 1/10 times in SF4. I’m confident that the frame buffer works out of block stun.
The way to test if plinking works would be to find a one frame punish and then see if you can set up macros that work for four consecutive frames.
I played Vega in SF4, I plink instinctively now when I press middle punch.
Why would plinking work in SF5? There’s a buffer window, I don’t see how getting an extra frame to hit it when you have 3 helps.
Depends on if plinking actually works, or if the buffer recognizes the plink as a separate normal causing the wrong one to come out.
Meanwhile, on the Sega Saturn pad, I slam my thumb sideways into a row of kick buttons to perform EX moves.
Yes! yes it does! And it’s so good!