It feels awkward at first plinking, or double-tapping, or any of those advanced execution stuff, but it’s a ton of fun plinking combos. If you practice your plinks for a good week or so, I’m confident you’ll pick it up quickly. It’s not going to make you an execution god overnight, but it’ll help with your consistency in your combos. Too bad you can’t plink the tsumujis loops though Unless you intend to re-wire your stick like Mingo.
Personally I’d rather do the cr.lk, cr.lp link, because if you’re too far away from your opponent the st.jab will whiff, on some characters it will whiff completely.
How do you twist your hand in the middle of a combo so as to plink LK with LP?
BTW I usually go for the TC st.LK st.MK xx special after an overhead. Easy to link, and easy to hitconfirm, I’m currently working on overhead - st.LK st.MK SJC U2, very nice setup for ultra 2
BUT it doesn’t work from a long distance as st.LK will whiff and you should switch to cr.LP
He’s pressing jab and short with his index and middle finger, which requires twisting of the hand. The more I play SF, the more I learn that pressing short with your thumb makes life a lot easier. Although I still throw and tech throw with a single finger, just feels easier and more consistent for me.
That’s a good overhead combo. I actually feel like doing lk, mk, ultra2 is one of the easier ways to combo into U2. If I can input part of the ultra command while doing a TC, I feel like the timing is much more rhythmic and easier to land.
Plinking those is basically the input for a crouch tech.
The LK ->MK TC loses out on damage since the MK isn’t considered the same as the standing MK. If you can do cr.lp, cr.lp, st.mk confirms, you have even more time to react with f.mk, cr.lp, st.mk connected or not.
st.lk to mk is an easy out, but you’ll get better results with linking her other normals. It is great for breaking focus attacks, though.
is cr. lk cr. lk st. lp mk a better default jumpin followup than cr. lk cr. lp. mk?
They seem to have about the same pushback (in that you can tsumuji loop loopable people with either), but cr. lk seems easier to pull off twice in a row, plus it allows for two techs… and if i’m mashing tech its better, I guess, but wiffs on some crouching (blanka, balrog, couple others probably?)
Whereas cr. lk cr. lp mk has less hitconfirm and only allows for one tech…
I’m pretty sure both are frame traps and not proper block strings but I need a low hit bnb. Fact they’re both one frame links isn’t helping either qq ibukis cr. lk kind of sucks.
cr.LK is plinkable while cr.LP is not, unless you use select.
cr.LK , cr.LK puts you at perfect range to kara throw; cr.LK , cr.LP does not.
cr.LK , cr.LK , st.LP might not work on all characters, especially not all crouching characters.
cr.LK , cr.LP , cr.LP fixes your hitconfirm problem, although you should be able to hitconfirm with just two lights anyways.
Yeah it would be nice if her cr.LK was chain-able.
When I get around to it, I’ll test cr.LK , far.st.LP on the cast. But I think it should work on most characters, considering the only real situation you should be landing cr.LK is when they’re standing anyways.
cr.lk, cr.lp st.mk is universal and it does give enough time to hit confirm, but it is a 1-frame link. It is also more reliable-- hitting standing or crouching, and not requiring correct spacing.
Mingo is basically right in that you’ll be hitting standing opponents with cr.lk anyway, but some of your hits will also be counter-hitting a crouch tech, or beating some opponents low normals as well.
The major problem with cr. lk far st. lp is too often with just one cr. lk it’ll do cl. st. lp instead…
st. LK isn’t a bad idea, testing now.
edit: some light testing with cr. lk cr. lk lk mk xx tsumuji and yeah it seems to work… lands on crouching balrog and blanka at least. Allows for tsumuji too. You do need to be pretty close though. Testing some more shortly…
edit2: tsumuji loops works on most “problem” characters (ibuki, makoto, akuma, honda, makoto are who i’ve tested so far with this), seems like a decent alternative. Doesn’t work on thawk, but then again next to nothing does…
edit3: just realized cr. lk to st. lk is also a one frame link. Eugh.
Man, I dunno. I’m gonna test st. lp after cr. lk, theres got to be a way to make that work regardless of if it does close or far.
I dunno why my opponent would be stand blocking vs me anyways. I guess if you spam overheads alot and they can’t react to it?
Ibuki just simply has a crap low game unless you’re willing to master cr.LK , cr.LP link. But I doubt this is necessary since again, you have plenty of other tricks to knock your opponent down and most people don’t stand block vs Ibuki anyways.
I know it loses damage, but it is a better hit-confirmable combo to Ultra 2 as I don’t have Sako’s reaction time (let’s do st.MK and hit-confirm it into U2), I use this gimmick to help me hitconfirming in an easier way.
If I don’t have U2, or a small revenge bar, I obviously go for cr.LP aftre an overhead =)
As eltrouble said, LP - LP+LK
You can’t really call that a plink as LP is not plinkable, of course. But it helps against Rufus(/maybe Yun, haven’t tested yet) because the overall goal here is:
If he dive-kicks, a cr.LP will come out and reset him/trade with his dive kick
If he throws, the LP.LK entry will tech him
Of course like every crouch tech it’s still vulnerable to frametraps.
But, it’s a smarter crouch tech than just LP+LK as a cr.LK won’t hit Rufus when he’s dive-kicking.
But I know that the term “plinking” is not appropriate in this situations as this is more “tapping” =)
If he dive kicks, sure cr.LP will come out. But if he throws, you’re not teching anything because you have your cr.LP input first, which is going to come out before your tech input.
I usually don’t bother trying to tech at all, or at least I try not to (crouch teching is kind of a habit). You see Japanese players simply making the read and doing like jump back fierce or something. Theory fighter-ly speaking, cl.st.HK xx SJC cd is almost the same thing, but much much more rewarding. And it’s safer, specifically against Rufus’s who like to make great reads (eg: Justin Wong) and do far.st.HK or j.HK juggle into U1.
The aim of this “tap” is not to do a plink, but rather to do something so the following situation happens:
You: cr.LP
him: throw
You: tech
Give it a try, it is useful to break Rufus’ pressure game.
Anyway I personally think that no one should abuse of crouch techs. Now I am working on eliminating them from my game. I took the habit of continuously crouch-teching when I’m being pressured and man, that’s a bad habit. I finally understood that your opponent, unless he has a kara throw (so yes, I do crouch tech against Ken), will most likely walk forward to throw you, so I’m trying to react to that.
Maybe a dumb question, but why isn’t it possible to plink lp (either cr. ou st.)? Say, for the tsumuji loop for example.
Ok, lp has lower priority over all the other buttons (like mp), but if I do it in a reverse order (lp first), the lp appears 2 frames in a row, and since I tapped lp first, the mp doesn’t come out.
It would look like this in the inputs:
LP MP
LP
Could this work or am I (accidentally) hitting the first lp (not the plinked one)?