Oh I fail lol. I was looking at the actual connections on the button. Thanks.
Iām sure itās blinkable. Unless you blink that early that you do it during the 3rd hit MK Tsumuji window.
You blink too early: you get the third hit from MK Tsumuji
You blink too late: you miss the link
As far as I know you only have one frame in which you can input the f.LK. You do it the frame earlier and the third hit will come out, the frame later is a miss. Do I miss something?
The one frame you input it early should theory-fighter-etically still be after the window to input a kick and get the 3rd hit Tsumuji.
I havenāt tested it, so maybe Iām wrong, but Iām thinking itās similar to not being able to cancel the last recovery frames of cancellable moves. Like for example st.MK xx Tsumuji. You might be able to input Tsumuji at the very last frame, but it wonāt come out.
Oh, so does it mean that itās actually not a 1-framer?
(dude, we are too deep into Theory Fighter. I should learn to whiff punish first lol)
Itās a 1f link, which can possibly become a 2f link if you blink, I think.
If you watch Sakoās matches from EVO, you will notice he dropped tsumuji loop quite a few times.
I watched him play his matches off stream up close, and he only had 6 buttons on the stick he was using; thus, he wasnāt plinking with select.
I got knocked out by Yang Yao Ren, another Ibuki player. Wasnāt salty at all!!
last night i rewired my back > PPP button. im using the 6button layout on the left and the back button on the right so i have to hit it with my pinky. with a little practice i definitely am looping more reliably vs not blinking. I have a lot more to practice on, but this right here will help me tremendously.
I was hesitant to do it at first, because i wanted to replicated the arcade experience as much as possible, but realistically, anywhere ill be playing i can bring my own stick. im still training, but for now im seeing positive results.
also, in regards to plinkingā¦
there is an aspect of the game that confuses me. like i was under the impression that the game will choose the best input at the best time to give the player the best result for combos, pretty much how option selects work. in that respect, i honestly cant see why plinking ( :lp::f: :mp: ) shouldnāt work. if you plink up instead of down
( c. :lp: :f: c.:lp: :f: [:mp:] )
your input display will be
:d: :lp:
:d: :lp:
:d: :lp::mp:
and the game will still combo the two low punches. which is still 2 low punches 1 frame apart.
I figure, why couldnt this work for the tsumuji loop? since your in the middle of a combo and after the lk.tsumuji you input ( :lp: :f: [:mp:] ), which according to input display would give you
:lp:
:lp::mp:
you would either extend the combo manually with the first :lp:, or the game would automatically use the second :lp: out of the :lp:+:mp: plink to extend the combo because that would give the player the best result. whereas if the game used the :mp: instead, there would be no combo extension.
I used to do the āplinkā this way and was more or less successful in my loops, but now im practicing the blink with the rewired stick. blinking definitely produces results. I guess the point of this post is not ādoes this workā but more so āwhy does this not workā.
if that makes sense.
EDIT: no idea how the smileys got inā¦sadpanda
EDIT 12/13/12 months later for clarity: (rereading this post made no sense to me)
Nope. The game has input priority: basically a strong move has higher priority than a medium/weak move, and a kick has priority on punch.
You can plink MP with LP because, if you try it and push MP + LP, a MP will come out.
You can plink HP with MP or LP because hitting HP+MP, HP+LP or HP+MP+LP will let a HP come out.
Same for kicks.
When crouching, you can plink cr.LK with cr.LP because cr.LK+LP = cr.LK
And thatās where the select/back button comes in handy: The back button has basically the lowest priority in the game. [any button] + back = [any button]
You can plink (in this case itās called blink for back-link in opposition to plink = priority linking) any button in the game with back =)
Can you rewrite your post without smiley faces please. I have no idea wtf youāre talking about.
Macro blinking with Windows hotkeys
Iāve never use blinking but, you can actually use a macro without being detected on AE PC for that sort of thing.
Just set it to press whatever select is ~20ms after whatever LP is
Windows has built-in macros that you can change?
So long as you have a Windows keyboard yeah. Itās how I made that gdlk combo in the SFxT video and also how the other guy makes his combo videos.
Soā¦ how do you do it?
[media=youtube]WI3u0U3U6Ec[/media]
Just follow this video
Yepā¦ so itās basically a specialized keyboard with built-in macro ability. So itās hardware macro then, not really software like Autohotkey or AutoIt.
>:O Izuna I thought you did that combo legit!!! Tsk tsk tsk I am disappoint
^ ā fixed
I did, but then I found out that Ibuki didnāt have enough meter to do her Super Art. It was originally three Tsumuji Loops but I had to change it to two. After I found out she STILL didnāt have enough meter, I spend about half an hour customising Gems only to find out that it must be done mid-screen (corner wouldnāt work). I thought the combo was impossible so I learnt how to put it in a Macro and kept testing it over and over until finally it worked.
I will admit that the combo you see was tool-assisted though. To be honest it has something like over ELEVEN 1-frame links and full of JCs.
For the record, Iām fairly sure blinking also exists in SFxT.