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

I tried this a while back and I remember it being possible, but really awkward. Don’t take my word for it though because as I said it was a while back.

Anyone know if double plinking is possible? ie. Plink hp into mp and mp into lp? This can possibly used after stuff like Ryu’s f.hp, which can link into any punch. So if you miss the hp, you can still get the mp, and if you screw up the plink timing you can still get lp.

Well…I don’t think it’s fair to call it mashing. The point of this is to make it easier to connect multiple buttons moves. Going hp~mp when doing a special move would normally just give you the hp version of that special move. Due to this facet of the system, an ex would be kara’d instead. Or at least that’s how I understand it.

Edit: Nevermind. Misread post.

No it is not possible. You can test it yourself by displaying inputs in training mode. But ya you can just mash all the buttons and ryu will still link into something, but thats not plinking, thats just ryu being top tier :stuck_out_tongue:

After getting super, I’m really trying to up my game so it’s time to learn how to plink.
I’ve read around and I think I understand how plinking works.
I’m a bit confused on how to actually achieve it.
First to clarify, if I wanted to plink Ibuki’s c.lp to s.mk, I press mk followed by lk almost instantly. Is the speed of this press the same speed you need for double tapping?
DevilJin posted this on the Ibuki forums "Just quickly slide your finger from MK to LK so that the game thinks you’re hitting MK twice."
Am I doing it wrong? Or is his method another way for plinking?

I was reading the update on P-Linking vs Double Tapping and you were talking about the margin of error. I don’t understand how double tapping for 2+ frame links gives you a larger room for error. Could you please elaborate on this?

here is a good video on plinking

http://shoryuken.com/media.php?do=details&mid=2137

very informative thread, i likes

This definitely helps me with Cody’s s.MP -> c.HP, which is a really nice thing to be able to do.

Great Info in this thread.

Thanks.

Not getting this…

Can’t get seem to plink Ryu’s c.mp c.mp… I get the input on the training mode to come out as

lp+mp
mp

in consecutive frames but the second mp doesn’t come out.

Am I too fast or too slow?

If no input at all comes out, then you’re doing the entire input too early. The inputs both got caught in the previous move’s recovery.

Yea, it’s kinda like mashing, but when you mash, you are hitting the button over and over as fast as you can, praying one of them will be timed correctly. The problem with that is this game runs at 60fp/s, so a 1 frame link has a 1/60th of a second window for you to push the correct button. When you are mashing, (if you are fast) it takes you about 20+ frames just to lift your finger and press the button again (about 3 or so presses per second). Thats a 5% chance to nail the link.

Normally, you would just wait and try to time it perfectly with a single button press, which will allow you to bring the odds way up (as high as you are good at timing these things). Now imagine if there was a way to push the button so fast that it will hit every frame and you have plinking… Unfortunately, the technique limits us to only two button presses, but 2 frames = 1/30th of a second, effectively doubling your window and thus your chances! So if you can only nail that link 50% of the time, now you will be pushing 100%, and thats pretty cool.

I also see allot of “Why does the game let this happen?” posts (even though I thought it was answered pretty well…but…)

Imagine there was zero input leniency. If you wanted to input a throw, your LP + LK would have to be so exact that the circuitry in your pad fire has to fire off the lp less than 1/60th of a second before/after the lk. It would be very annoying, especially for pad players.

With leniency, when the game sees you punching then a split second later sees you kicking, it basically says “Punch…no wait, fat fingers here is trying to perform a throw” and thus you throw. The game forgives the first input and then spits out its own assumed second input. You can see a similar effect in other instances, like when you hadouken and press punch too soon, you’ll see your character punch, then throw a fireball, even though you only pressed the punch button once.

That is how/why plinking works (if Im not mistaken). You input a HK followed immediately by MK and the game says “Ok, High Kick…no wait…hes trying to High Kick and Medium Kick at the same time” and thus the game spits out HK, HK+MK in two frames. Of course in SF4, when you push more than one button, the most powerful move comes out (which is why the KKK button will always roundhouse), so the plink HK, HK+MK is actually a 2 frame HK,HK nice and tidy and ready to be used in place of a single HK when trying to time 1 frame links.:tup:

yay, big first post!

Chain is a bit of a redundant word dontcha think. How is it different from a cancel in any way?

Sorry if this has been asked before but a thought just came to me. Would it be possible to use plinking to get super fast TK cancels with c viper?

Can Dudley Plink his crlpx2-hk?

or cr lk to HK?

This stuff messes me up

All of this goes right over my head. It’s probably because I’ve been playing SSF4 for only a couple of months and I still don’t know a lot of the terms. I’m going to give it a try in the training room; hopefully I’ll make sense out of all this. May be I can figure out a way to apply this technique with M.Bison’s BnB’s and other combos.

then don’t use it. It does help though.

Practice makes perfect. It took me a month to get it down. Relax your fingers and don’t overthink it :slight_smile:

Something i’m trying to wrap my head around regarding the line about double tapping, having a conversation with someone, he brought up that ‘double tapping is good for 2 frame links’ and cited this thread, which i have read through several times.

My question is regarding the lines

“For one-frame links, plinking is undeniably superior. With plinking you can either hit the button one frame early (-1), or time it perfectly (0). The margin of error for plinking here is 2 consecutive frames. With double-tapping, however, you either hit it two frames early (-2) or squarely on the dot (0). The margin of error here is still 2 frames, but they are not consecutive frames.”

From my understanding of frame data, a one frame link is defined as a difference of 0 frames in the recovery of one move, and the startup of another move. the reason that this is, is because the last ‘startup’ frame is also the first ‘active’ frame of a move. That being the case, when he describes hiting the 0 frame, or the -2 frame, wouldnt that be a 3 frame link, not a two frame link? 0 being the first available frame, -1 being the second, and -2 being the third and final available frame to get the move out before the window to link is actually gone?