Everyone has a hard-on over technical-sounding terms and an even bigger hard-on over japanese-sounding terms.
Why not just call it what it is: a two-button link.
BTW, this shit is leet. I don’t have a stick yet, so it’s hard to tell whether it’s worth replacing easy links with more difficult links, just for a bit of extra damage/stun. It’s obviously very practical, but I guess that depends on character per character.
This explains some execution issues I’ve been having. Like getting supers instead of ultras. The input window in training mode would have extra button press like:
:lp::mp::hp:
:lp:
Which gave me supers on accident. I couldn’t understand why in Trail mode supers kept coming out when I knew I pushed 3p. Explains why pianoing HHS has such a high rate of EX’ing even when I try to be careful I would get extra inputs.
So this particular technique we’re discussing is all about priority between 2 strengths pressed simultaneously, right? The game picks the stronger of the 2 inputs.
What if I wanted to use this technique for LP or LK? How would it be possible if the game prioritizes stronger attacks?
But in kirby’s first post, he said:
“And as we all know, whenever two or more attack buttons of different strengths are pressed, the game will option select and give you the strongest strength attack.”
Yeah I know the combo. I was focused on getting st.lk linked into S.HP which I have trouble doing online due to variable lag. I just was confused on this actual plinking method. So basically HP+MP? (tilde)
In terms of input priority:
HK > HP > MK > MP > LK > LP
Examples: LP~anything = jab followed by the second input, because jab is always out-prioritized. LK~LP = kara throw off LK, so s.LK cannot be used c.LK~LP = double c.LK MP~HP = MP followed by HP MP~LP = double MP MK~MP = Kara focus attack off MK MK~LP = double MK HP~MP = double HP HK~anything = double HK
no. It always registers the second hit as two buttons being pressed at the same time. Thats why the stronger strength attack comes out. Just like Yeb said earlier, it is making sure you get a second input in consecutive frames…this gives you a 1-frame margin of error on any link.
Ex. If you are trying to link 2 s.MP in a row, you press this…
MP, MP then LP immediately after
Your attack data will look like this…
LP+MP
MP
MP
We’ve been working on this in the Gen forum for a few weeks. We were messing around with it in our shortcuts to get Gens rapid hands out faster and also have a working Hyakurenko xx FADC combo. Not sure if Honda and Chun-li can cancel their rapid hands/kicks like this, but maybe it gives those players some extra ideas…
Jesus christ, I have been over this thread like 3 times now (ignoring the silly arguments about what name to give this) and I’m still freaking confused.
I was hoping you guys who get this, could help me with a quick example.