You hit mk~lk, which will result in mk+lk in the input display. Drum mk then lk quickly.
This method works wonders to my linking game! JUST THANK YOU so much!
CAPCOM PLEASE PLEASE keep this with other games. Double tapping is just too hard!
I can’t stop looking at this avatar.
anybody know if this can be extended with a third input? I am at work and I cannot test it out yet myself.
for instance, lets say I’m trying to get Ryu’s:
cr.:lp:, cr.:lp:, cr.:mk: xx Hadouken
what if one were to use:
cr.:lp:, cr.:lp:, cr.:mk:~:lk:~:hk:
I’m curious and will definitely try this to see if it will aid my chances by extending my inputs even more. Additionally, instead of :hk: if I could hit :hp:, I could perhaps use it to negative edge the hadouken on hit confirm, but hold the button down if blocked.
p.s. I’m not very good so theory is where I spend most of my time. My game really consists of oldschool SF2 style play, no flash, small combos, and unfortunately too much jumping. This might help me break out of the rut.
I keep trying to use this method for Guile’s jumping short, cr.short, cr.jab KARA LINK cr.strong, flash kick but instead of giving me a cr.strong it comes out cr. jab. I know I’m doing the kara link right because the input display shows:
db+mp+lp
db+mp
What gives?
Too early. c.strong gets priority in strong+jab but if it is pressed before the link window (1 damn frame in this case) jab will come out. Stick with this method, you’ll get it.
why would you need to use :hk: in the first place?
you just need to press :mk: and the strength below it so the input registers the frames correctly
ty KIRBYSIM nice find! i want to add rep to you but dunno how im very new ill try to click your name and do it on profile.
I’ve been reading through the thread, and I just had something I wanted to add. Hopefully this hasn’t already been covered, as I didn’t read every post. Anyway…
Not sure if this technique has gotten an official name yet, but I was concerned about the possible P-link and K-link ideas that were already there. To me, the ideas behind these make sense, I just think there’s a possibility that they might confuse people into thinking the P and K refer to Punches and Kicks, leading people to misconstrue how the technique can be used.
Not only that, but having P-link or K-link written out in a link sequence already swimming in Ps and Ks could just make things harder to read by itself.
I think if P-link or K-link are decided upon (again, I’m not positive a name hasn’t already been given), then the hyphen should be taken out so it’s either “plinking” or “klinking.” To me, the “linking” part is still the prominent sound, which is perfect, but it doesn’t unintentionally sound like this is something that can only be done with punches, or only be done with kicks (I hope that makes sense).
Finally, when this technique is written out in notation, I move we use something much simpler than spelling out P-linking, plinking, et al. Instead, I’d use an asterisk or something in front of the move that was “plinked.” So, for one of Sakura’s links:
cr.lk, cr.lp, cr.lp, *cr.mk xx shououken
The asterisk will raise questions to anyone unfamiliar with fighting game notation, but then, a lot of it does anyway, so what difference does it make.
Anyway, that’s my two cents. Thanks for the convo on this tech, btw. Can’t wait to train with it.
This is not working for me at all. Whenever I try it, the weaker attack always comes out first. Trying c.lp, c.lp, c.lp, c.mk, hadoken, for example. To make it easier on myself, I tried just one lp. I go c.lp, c.mk~c.lk, but the c.lk comes out first.
You can’t plink with c lk after a c lp since the c lk will take priority cause the game will consider it a chain or whatever i believe. This limitation sucks cuz it means you can’t really plink medium attacks after a cr lp. Correct me if im wrong, but thats how i understand it.
Probably means you’re either leaving too much of a gap between MK~LK or you’re not holding down the MK while you press LK. Input display will tell you.
You can’t plink cr.LP because it’s the lowest priority attack, but everything else is OK. MP~LP gives a MP. MK~LK gives a MK.
The problem is though chains take priority over medium attacks, so you slightly mistime your plink and it becomes mk + lk, or you press mk a tad too early the game will just throw another cr lk.
Well plinking basically makes your input last for 2 frames instead of one. 2 frames is still pretty small though so you’ve still got to time it. It’s not ‘combo’ button that’ll do everything for you.
Well, of course I never expected it to do that.. It’s just that it hardly seems worth it for just 1 extra frame. And if I want to do blockstrings effectively I have to learn the timing on these. No exceptions, really.
This is correct, but plinking is still useful here because in this scenario if the the first input (mk) is pressed a frame too early nothing will happen, and the lk+mk will still complete the link in the next frame. Also using plinking here means if you do link 2 frames too early you will get that lk and your srk/flashkick etc will not come out, so you will not be punished.
It is always better to plink. Everyone should learn plinking in my opinion, it WILL improve your execution in sf4.
Yes but if you go a frame too early, as i understand it, lk + mk will bring out another lk because the chain takes priority.
Elaborate, not sure what you didn’t understand in my post. plinking covers two consecutive frames ideally. The first input is the stronger of the two buttons, if this input is registered before the link window nothing will come out. If the second input is registered before the link window, the chain will come out. If either of the two inputs from the plink fall in the link window you will get your link.
“Plinking” is a side-effect of the input system and option-select (execution based on priority).
Brief summary:
If two physical inputs are registered very quickly after each other, they game will register it as Input A, followed by Input A + Input B. Note that I said “Inputs”, not button presses, because simultaneous button presses counts as one input in this case. (In other words, you can “plink” a throw, not that it would be of much use)
Once you couple this with option-select, you can perform a variety of (mostly useless) tricks. Thanks to option-select, the move with the highest priority will always be performed. You can test this by pressing multiple buttons simultaneously and checking the result. Ignoring specials, the priority from a neutral position is (roughly - my memory’s a bit fuzzy here) Taunt, Focus, Throw/Tech, Dash, Super, Ultra, chain cancel, roundhouse, fierce … short, jab. You can also “alter” the priority by adding a directional modifier eg. neutral + 6 buttons = taunt; forward + 6 buttons = focus. (Most, if not all, overheads have priority over fierce).
Given that, it should be easy to see that you can definitely plink a medium attack after an lp if you couple it with lp or sk. The medium attack has higher priority. However, since chain cancelling has even greater priority, plinking won’t work if you mash. You have to wait till the chain cancel window has passed.
Ah that’s what i wasn’t sure about, thanks for clarifying.
Also thanks for the explanation ilirit, you’re right.