^^^ Well, I’ve been trying it and it works fine. Just have trouble getting it into muscle memory. In the heat of battle, plinking is the last thing I’m thinking about. But eventually it’ll stick.
see if slinkun or gilley will start a thread with guile specific plinking methods, im still a little unclear also as to how this is an effective tactic. pardon my blindness if its already there…
^^^from what I understand and from what I see on the screen, plinking/buffering works.
example:
If you do a regular throw with Guile, he just does the throw animation. However, if you input the throw command as mp~lp+lk (kara throw), he actually takes a small step forward due to the mp animation, and then he does the throw.
I’ve practiced the kara throw so much that I’ll start off across the screen, and cuz I’m inputting the kara command, he actually ‘steps’ (you have to see it on screen to know what I mean) and throws almost at the same time.
The technique on this thread is essentially the same thing.
Say this combo: j.hk>c.lk>s.lp x3>s.hp~mp (buffer style), that last command, if you see it on screen looks slightly different, it looks like s.hp comes out a little quicker. I practiced this combo 10 times and nailed it 6 times (I did it more than that but just for the sake of the example). Before, I’d hit it maybe 2 or 3 out of 10.
But to each his own. It works for me so I just gotta keep drilling it into my head. I know that it’ll pay off eventually. With a 1 link character like Guile, I want every advantage possible.
hey this ? doesnt have to do with the thread but i having trouble timing the links bc i come from preset combo doa4 lol like i heard it is equal to 4/4 timing in music but i am still having trouble. Is there anything you guys can recomend to me
training mode.
The game allows it because if the game didn’t the multiple-simultaneously-pressed-button commands won’t be as responsive as they are. As a programmer I’ll explain to you and everyone why it exists and should exist.
Kara-linking, p-linking or whatever they call it is actually known as overriding. In all programs that have multiple-simultaneously-pressed-button commands overriding exists. Before I explain how it works I want everyone to know what you subconsciously want the game to do when you input a command.
- When I press a button I want the command to execute immediately.
- When I want to press 2 or more buttons simultaneously I want the command to execute the command that I desire even if my other fingers are a split second later than my earliest finger on the press.
Now, the program (the game) runs at 60 fps and in each and everyone of those frames a listener code is executed. It listens (obviously) to user input. Whenever you press a button, the listener code detects the input and proceeds with the output which solves problem 1 from above.
Okay, so what happens if I press 2 buttons together? Simple. The listener code detects the 2 buttons as 1 input and does the output. Now imagine this, the program runs at 60 fps so the listener code refreshes every 1/60th of a second. If you press 2 buttons and one button is 1 frame later than the other then the command that you desire will not execute. In order for the program to be more responsive, the developers implemented an override listener code. An override listener code is kind of like a cancel. It starts when you press a button and ends after a few frames to give your late fingers enough frames/time to execute your desired command. So even if button A was pressed 1 frame earlier than button B the output will still be button A + B. This makes the program responsive and solves problem 2 from above.
Now I’ll explain why the kara-linking, p-linking or whatever you call it happens (I’d rather call it overriding). When you press and hold a button the override listener code starts counting frames. Before it has reached its frame count limit it will listen for inputs other than the one that executed it. If another button is pressed while the frame count limit is not yet reached, the program will OVERRIDE the command for the 1st button pressed into the command for the 2 buttons.
This is why when you press and hold c.mk and press c.lk immediately 2 commands with 3 buttons appears. After c.mk is pressed and held, the program outputs the command for c.mk immediately (problem 1 from above). However, if the override has not expired yet and you pressed c.lk while still holding on to c.mk, the program will override and output the new command.
This feature allows a command to execute immediately after pressing a button without making multiple-simultaneously-pressed-button commands difficult to pull off. Otherwise you’ll have to press all 3 buttons in under 1/60th of a second to pull off an ultra. There’s also no way around it if you want problem 1 and problem 2 to be solved. When you press a button the output has to come out immediately but you need more than 1/60th of a second for multiple-simultaneously-pressed-button commands (this is the last time I type this long bs term) to be responsive.
I don’t mean to double post but this forum is just effed up in terms of convenience. I get randomly logged out which resulted in this double post (it’s originally the same as the one above but I edited it).
Oh by the way, to make this double post useful, I’ll tell you why sometimes or most of the time you fail at overriding and instead of the
lk+mk
mk
you only see
lk+mk
It’s quite simple. You beat 1/60th of a second even though you didn’t press them at the same time (which is actually impossible in reality).
Personally, I wouldn’t use this method to get 1 frame links to connect and the reason is it doesn’t guarantee a link after you successfully do it. It gives you 2 frames but you still have to time it and its not so easy to pull off let alone timing it with the 1 frame link. I also don’t double tap because that’s worse. Double tapping or multiple tapping will only be effective if you can tap 1/60th of a second consecutively (all hail he who can do this). Otherwise it just messes up the timing.
Single tapping is the best way to successfully execute a 1 frame link (for me that is). It’s one of those things that you have to master by practicing and practicing and practicing. This is kind of like shooting in basketball. The best way to master it is to practice. Oh and you might want to look for an indicator to make things easier. When I use Chun Li’s c.lp > s.hp I time s.hp when one of Ryu’s eyes opens after closing from the hit.
This is pretty useful; a bit hard on a pad but certainly does make linking lp > mp easier on my guile. (At first I didn’t understand you still had to wait a moment before hitting it, assumed this was intended to be quickly done like a combo or something)
Ryu’s kara throw is pretty useless.
Anyway, with plinking, I can successfully f.hp, c.hp, hp srk now since I picked up Ryu 2 days ago. Happy.
Took a bit of getting used to (I was always hitting the second button too slow apparently stupid Sanwa buttons being so responsive <_<) but now I can do most of the BnB combos for characters with ease, great find!
Do you only play against Ryu, or do you memorize visual cues for every matchup? I find it much easier to use aural cues.
thanks for this usefull info
Sounds like a complete game changer for me, my 1-frame links are so bad I’ll take whatever I can get.
Thanks Kirby, can’t wait to try this one out!
Good post, would rep if I could.
read the thread last night, tried it out this morning…
for ryu (sorry if this was answered) not sure if cr.lp x cr.lp x cr.hp is a 1 frame(?) …but it’s definitely easier for me to piano hard punch and medium punch when my fingers are already there. i got my first stick a few days ago so i’m thinking maybe it’s easier because it’s in my head, not in my muscle memory yet. it works for me so… thanks alot
its 2 frames
here are some of his 1 frame links
f.HP --> c.MP/c.HP
c.LP/c.MP --> c.MK/c.HK
f.MP–>SRK
so for that ryu combo you would do:
lp+mp - lp+mp - lk+hk?
You don’t need to plink the first c.MP. Also, i think its easier to plink HK with MK
The notation you used looks like simultaneous presses. Plinking requires you to press the buttons in succession.
Yeah, you don’t need to p-link the first MP, but I do it all the time out of habit anyway.
So for the Ryu example the command I’d enter would be:
(while crouching the whole time)
MP~LP -> MP~LP -> HK~MK
You can p-link with any button that’s considered to be “weaker” than the attack you’re trying to execute (i.e. to p-link MP, you can enter MP~LP, or MP~LK. For HK, you can enter HK~HP, HK~MK, HK~MP, HK~LK, or HK~LP). But obviously it’s easier to hit the button adjacent to whatever you’re trying to pull off.
For p-linking I think it’s fairly important that you understand two things:
-
when you do a slide input (press the second button one frame after the first button) like AA~BB, the first input (AA) will be repeated in the second frame (AA+BB).
-
Whenever the game detects an AA+BB simultaneous input, it will always give you the strongest attack button in the following order:
LP (weakest), LK, MP, MK, HP, HK (strongest).
Therefore HK+HP is executed as HK.
Warahk mentioned that Ryu had a f.MP–>SRK one-frame link.
I’m not a Ryu player so I’ve never tried this before, but I presume the command for hitting that one-frame would be:
f.MP -> 623+MP~LK or HP~MK?
Because if you try to p-link the shoryuken with two punch buttons like 623+ MP~LP, you’ll get an EX shoryuken.
what if i was trying c.strong -c.strong - fireball. same thing except instead of the c.roundhouse, its a fireball.
it would be c.strong -c strong~jab - fireball motion?