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

I’ve seen youtube videos where people show how to P-Link in training mode with input display on, but nobody explains how and why it works. I’ve done 0 frame links myself with and without P-Link and frankly, P-Link doesn’t help.

From what I’ve heard, the buttons inputted after the P-Link registers as the first button pressed giving it more chance to link.

Does this information come from Capcom themselves?

How consistent are your 1 frame links JoontheBaboon?

Plinking works great for me with Seth’s :hk: > :d::mp:~:lp:~:lk: > :qcb::lk:.

If I do that just hitting :mp: it comes out maybe 70% of the time, doing it with :mp:~:lp: it comes out about 95% of the time, and doing it with :mp:~:lp:~:lk: gives a 3 frame link with slightly reduced damage if I get it on the third frame, which comes out instead of the :mp: version roughly 1 in 20 goes so there’s no doubt in my mind plinking helps.

Vid I made on how to plink! Has visuals and a couple of combos it works with. I main Guile so that’s who is in the vid, but the info applies to all characters. If you watch, please let me know what you think.

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I’ve been using the hit flare effect. It might just be confirmation bias, but it seems like if you hit the button when the flare is peaking, that’s the ideal timing. And that’s character agnostic, too. However, you’re right. Doing it by sound is better. Human reaction times from sound queues (iirc) are faster than from visual queues… or atleast, signal from audio in the brain has to be buffered to synchronize with the processing latency from visual queues. I will need to double check this so that I don’t look like an idiot…

[Edit] Some googling later, looks like I remembered correctly! Also found out that red visual stimulous results in faster reaction times than green or indigo! And I remember from elsewhere that visual stimulous in your peripheral view results in faster reactions times, too. Less actual processing going on in the corners in your vision - you’re mainly just looking for movement.

How long until someone suggests you wear your character’s Green outfit to get an advantage over your opponent? :smiley:

I’ve found this in the past also. I was playing without sound for a couple of weeks due to speaker problems and links were much harder to hit… I started getting use to hitting them without sound in the end though so maybe it was just easier with sound BECAUSE I’m used to using the sound, dunno =).

Yeah but what if you go to a tournament and its very loud.
Then you lose the ability to link by listening to sound and you have a problem.

so that’s why i win more w/ the lime green ken. :smiley:

I know im late but LOL this is hilarious. Tsuji style is the popular name for “sliding frame input”. Most people here calls the technique Tsuji style, its more known as Tsuji style, so yeah.?:rofl:

Thanks for the heads up, hfz69. But I believe most people call it Tsuji-style because tsuji-shiki is four syllables short, as opposed to zurashioshi. Four-syllables, I’ve been told, is like the magic number for acronyms in Japanese?

There are people who prefer to use the term zurashi-oshi though. Maybe if you weren’t so ethnocentric you might realise that.

Anyway, my point is - and of course this is solely my personal opinion - that Tsuji-shiki does not translate well when spoken in English, simply because “tsuji style” is a mouthful and doesn’t really make sense in English. That’s why the English-speaking SF community at large has opted to call it plinking. Which as you obviously know is short for priority linking.

Just as you find whatever it is you found hilarious, I find it hilarious that someone would use that “Tsuji style” in an actual conversation: “Yeah, for Abel’s f+MK dash into s.HP the timing is tight, so you gotta Tsuji style it”. “DUDE, TSUJI STYLE IT, DUDE! YOU ARE NOT TSUJI-ING RIGHT!!”

As an amatuer in the ways of the Japanese, both in terms of culture and language, I greatly respect opinions and input from who know better, like yourself. But being born and bred in Asia, I also believe in the virtues of humility (haha, so stereotypical), and it just seems quite egoistical to me that someone would name the technique after himself.

Over here in the English-speaking world, I certainly haven’t seen any fighting game terminology named after a… person or location’s name, at least. Fighting games are not rocket science or… wine.

P.S. what terms do the Japanese use to refer to links and cancels btw?

anyway, my bad, didnt mean to be rude. :confused: (though i dont think callin it tsuji style is egotistical or anything)

ive read the origin of the term tsujishiki, but i forgot about it… and that four syllables think, my japanese knowledge isnt that good but i thought thats like some idiom kinda thing like “kill two birds with one stone” etc… anyway i guess it is depending on ppl to call it what, i just thought id share from my experience that ppl do call it tsuji style too.

as for naming some style after himself, i thought thats kinda normal? maybe not he himself, but its not unusual for something to be named after the person who found it. true its not rocket science though… but i just saw in ken’s part theres this “emilio style” too lol… as for viper there’s something called “dashio’s special”, so i guess its normal in sf4 to name certain stuff based on the ppl who found/apply it, maybe a lil bit egotistical if the person himself is naming it after himself but i guess sometimes its other ppl who call it that after seeing things they never seen before… just like tokido style. sure you can always call it whatever you wanna call it, if you prefer zurashi meoshi, nothing wrong with that.

as for humility, haha yeah asians are stereotypically notorious for that, but yeah just a stereotype, too much humility will just invite other ppl (read: westerners LOL) to run a train all over ya haha. (half kidding :p)

as for cancelling and links, cancels are cancels (or kyanseru),for links, they are called “renkei” but from my experience ppl also say like “tsunagaru/tsunagaranai” (that shit does/not combos/links) too…

p.s- even i dont use tsuji style, i call it plinking but with japanese i use tsuji shiki when im referring to it.

I think the distinction I personally make is that, a style is the way a person plays. A collection of tactics, setups, etc, that a player performs often because it’s intuitive to him. Like second-nature. Style is personality, it’s subjective and varies with every person.

When I first learnt of Akuma’s vortex/cross-up hurricane, it was through a Japanese wiki and they referred to it as Tokido-shiki/Tokido-style. Which I absolutely have no problem with, because that’s how he plays - the wiki provided a sample flow-chart of how this works. But once I learnt the gist of Tokido-shiki though, I broke from it and used the cross-up hurricane in a manner I find more intuitive. That’s my own personal style. It may not be as effective as Tokido’s but it’s who I am.

And yeah I would use the terms emilio style and dashio’s special too (if I knew what they were) because it’s… well, fine play unique to them.

But tsuji-shiki… personally I find that quite hard to accept as a formal name as plinking is pretty much technical terminology. Everyone performs this technique more or less the same manner. Though obviously the applications are vast.

The way I see it:

Plinking = technique = should be named something that gives you an inclination of what it does
Examples - cross-up hurricane, plinking, delayed attack/frame trap

Applications of plinking = style = for instance, the Tsujinrai demon (super demon with SPD range performed with plinking). That makes sense because the Tsujinrai demon is unique to Jinrai - I certainly can’t pull it off on a regular basis, and personally I don’t find it effective. But if I saw a match video where Jinrai pulls it off I would most certainly shout out very excitedly: "WOOOT, THE TSUINRAI-DEMON!"
Examples - Vortex/Tokido-style (stylistic use of cross-up hurricane), Tsujinrai-demon (plinking), Nemo-ChunLi’s cr.LP, s.HK (frame trap).

lol if you personally finds it hard to accept, its not my problem. just letting you know its normal to call it tsujishiki in japan, and if you wanna play technical wordplay, shiki doesnt only means style.

i really dont think it matters what you wanna call it, as long as you know what it is. like i said, in english id definitely call it plinking, but in japanese i dont, i use tsujishiki because ive known it as tsuji shiki first and ppl do use that term.

anyway i dont see any point arguing about this any more lol i got some other thigns to do at this hour :smiley:

Video with Justin Wong
A good video to check Justin Wong hands while he is plinking.
Around 1:54 you can see him do the plinking :slight_smile:

thanks kirbysim for this post. i know im pretty late on finding this but im gonna try out plinking since i need it real bad for abel’s F+mk into st. HP.
but i read this like three times and i still dont get how/why when u almost simultaneously push two buttons and allow the one with higher priority to come out will give u more consistency with ur desired combo

out of curiosity did jwong plink ibuki’s qcb kick after the st. mk??

It’s a bug in the game. For some reason if you separate the button presses by one frame the game reads your inputs as you pressing hp then one frame later pressing hp+mp. Both inputs come out as hp. So, now when you plink, you get two inputs instead of one, that are 1 frame apart. Gives you two chances to hit the 1 frame window of a link. An easy, though not totally correct, way to think of it is that it doubles the amount of time that you have to hit the link. 1 frame links become 2 frame links. 2 frame links become 4 frame links.

For what it’s worth, I’ve recently gone back and practiced plinking diligently. I can connect this link 80% of the time now. God bless the plink.

I have a question. Is it known that you can plink c.MK -> Ultra with Blanka? I’m quite certain that “c.MK -> Charge B, F, B, F+PPP~HK” works. Because if you plink with HK, taunt can’t come out because you’re not holding the stick in neutral, which makes the ultra come out. Can someone confirm this? I have trouble teally testing it, because I’m stuck with my 360 controler atm.

ohhhh i see, its kinda like mashing but in a more accurate way and with the help of the engine of the game. and yeh the timing still matters its just gives u more consistency

yeh i’ve worked on it for a while when i discovered this a month or two ago lol. and now i can get it more consistently. i cant say i get it 80% of the time but definitely waaaaaaaaay better then me not plinking. god bless the plink indeed