Plinking / Tsuji-Style: KARA BUFFER Inputs for Easier Links and More!

Fuerte can armor cancel, you’re wrong, other guy is right.

We already discussed this in Fuerte forum.

It’s much much harder for Fuerte to armor cancel.

I don’t have a link to the thread handy but the input is much tighter for Fuerte.

Don’t derail this thread.

I wasn’t derailing(maybe you didnt mean me) but what I was asking is if this easy link method can be applied to armor cancel. Like if you hit mp~lp you get mp ~ mp+lp which defaults to mp, but if you hit it with Mp + fp ~ lp can you get the armor cancel? I assume no cause if anything it will prolly default to fp input instead of fp+mp right? But maybe it looks like - mp+fp ~ lp +mp which would give you an INSTANT armor cancel.

so i’m not sure if this was already mentioned earlier in this thread (i’m sorry if it has and i missed it)… but there’s an additional benefit to doing links this way.

the benefit is that if do your the second input of your link with a button that is chainable, if you miss the link early, you get the chain move to come out and it still combos. this is like an option select. this is kind of hard to explain in text so i’ll give an example:

guile:
cr.jab, cr.jab, cr.strong, - if you do the plink style, your inputs will be cr.jab, cr.jab, cr.strong ~ cr.jab.
if you input the cr.strong ~ cr.jab at the correct timing, it will link. if you input it too late, you get a cr.strong that doesn’t combo.
but if you input the cr.strong ~ cr.jab too early… you get a third cr.jab.
so basically you get a cr.jab, cr.jab, cr.jab combo instead.

i’m pretty sure this works because since the game registers cr.strong ~ cr.jab as both inputs, and if you timed it too early, it can only do cr.jab because cr.jab can be chain canceled from cr.jab.

all in all this is not a huge thing, but it is some additional damage if you happen to miss a plink too early, so it might be smart to think about which button you want to use as your second input in case you can take advantage of this.

isn’t this sort of like 2 turbo’s renda-kara-cancels?

Ok, so just a thought. Since this method acts as a double tap input. You could basically do it for specials to increase the chance of it coming out right.

For example, if I’m going to do a srk. I do the motion for the srk the press hp.~lp. This will register as two hp’s thus increasing the chances of the srk coming out right.

Prolly get ex more often if you try it with specials.

Completely unnecessary because it’s SF4 and the window for everything is slow and huge. Also pretty big chance of an EX move coming out like that guy said. Why bother.

If anybody is having trouble with it, you’re probably doing it too fast. I didn’t understand it because I was trying to “kara” (used to play 3s) and it’s way way way slower than what I consider a kara to be. But then again sf4 karathrows are slower too.

EDIT: the double button tap, I mean. It’s not really that fast.

um actually Plinking is the shortened form for Priority Linking, which came from the fact that this is a side effect of the button priority system in this game.

so if you wanted to be descriptive, just use the full name: Priority Linking.

lol actually, a funnier shortened version of priority linking that adds a touch of engrish could be: Prinking!

yea like other people in this thread

this reminds me of the old school renda cancelling (CPS1 Chaining)

great stuff
this game just got scrubbier

You could use it for specials if you simply hit an opposing type key like a lk for an hp shoryuken, and vice versa for kick specials.

I didn’t really mean to imply that plinking definitively = piano + link. The point was that it sounds like piano link, regardless of what it’s supposed to imply. That’s illustrated by the fact that you have somewhat of a descriptive name but it’s obfuscated into ambiguiuty.

The point remains that in Street Fighter, a Link is portion of a combo. You Link two attacks, that means you comboed the 2nd attack after the first attack recovered fully.

This is not just that. As stated, call it what you want, but its undeniable that what is going on is a buffered kara attack. Based on every SF game every, that’s what is happening. There is a layer of button priority that affects what happens, but throwing the word link in there is too specific for the mechanic.

Priority Linking is a good fit for what I wrote in my original post : “I plinked that combo”. It’s not descriptive of the mechanic… its ambigious.

“I Plinked my raging demon”
“Oh word? Wheres the link”
“No its not that its…”

^Avoiding that right now, with accuracy.

This seems most helpful for Abel. One of his main weaknesses was that he didn’t have many practical combos from a low, as low short to close fierce is a 1-frame link. With this tactic, that may actually become a viable B&B. It would also help out with combos from step kick -> dash.

So tell me I I’m right on this. Say you were doing lp>lp>HP with chun I would press lp>lp>lp~Hp. & the reason I do this is I’ll either get lp>lp>lp or lp>lp>hp. So the advantage of this is no matter what you get something?

You’ve almost got it. Do LP, LP, HP~LP or HP~MP.

Doing HP~LP, for example, will come out as HP, HP+LP - giving you 2 HP inputs to hit that link’s frame.

i didnt agree with your first post at all. but now that you explain your thinking it makes perfect sense. kara buffer refers to the term AS A WHOLE ie how it relates to akuma AND priority linking with other characters.

HOWEVER its simply referring to the mechanic, and kara buffer (empty buffer i assume) goes well with this, but when talking about the method TO LINK, priority link (p-link plink prink whatever) still makes the most sense.

-dime

yeah what dime above me said is correct.

when i said priority linking, i was specifically talking about linking a higher priority button by adding an input with a less priority button.

the akuma thing can definitely be better described by kara buffer or something but if you really want to do be descriptive, it’s kind of hard because this is a new mechanic that is only seen in sf4 (i think?)
the fact that when you press: jab ~ strong, it results in two jab inputs and a strong input is a new idea that we don’t currently have a good term for.

also, terms have to start somewhere. i mean we use kara and renda… and they mean something to us, but only because we are used to them. when people started using those terms in america, they definitely were not descriptive in any way.

what do kara and renda mean in japanese anyway? or are they just named after someone?
(my basic understanding of the japanese word kara does not have anything to do with fighting games)

Kara = Nothingness
Kara cancel = Nothing Cancel

Renda = Chain
renda cancelling = Chain Cancelling

and Kara I believe is used in Karate, it is interpreted as “Empty fist” in Karate
i could be wrong but that was my understanding

This thread explains why my PPP button for third strike always came out as a FP.

Can we call it “Kirby presents: 2 Buttons 1 Link?”

ah thanks. i thought that renda might mean chain but wasn’t sure.

well the word karate generally means “empty hand” so i guess this is where the nothing or empty meaning of kara could come from…

but generally in japanese when you see the word kara in a sentence it usually means “because” or “from” or something like that.

i think on wiki answers or whatever, it says kara means “smile” or “crow / raven” or even “sunshine”?

either way, the point is that the use of those terms were in no way descriptive to americans but we adopted the use of them anyway and now most players who’ve been around know what they mean.

the kara for kara throw is nothing, not because.