Sagat: c.lk c.mp~c.lp xx TAIGO UPPACUT :looney:
c.zip~c.zap xx ZAP DAT TITTAY!
lol. azreal already posted the translation in this thread… but here it is anyways…
http://forums.shoryuken.com/showpost.php?p=6530867&postcount=99
though NOW I see the problem… this translation is actually missing a few points… like where it says that this technique makes linking easier and possible for a no-motion Raging Demon… as well as the part that says sagat’s 3xlk is easier to do because of this…
I guess I was the only one who read that part… :lol:
i’m guessing it probably wasn’t mentioned because most good japanese players already double tap and piano with enough proficiency that links aren’t that hard for them.
IDK man, there may be a good amount of them already using this technique and we just wasn’t put on. It wouldn’t be the first time we found out later.
This technique is more efficient than double tapping.
Indeed. Now it’s time for me to start playing Sagat more. :nunchuck:
This shit is revolutionary. Excellent work.:clapdos: Now it’s off to the comboratory.
spreads rep where rep is due
Kirby if I ever meet you in real life I am buying you lunch, this shit is amazingly helpful.
+1 for this.
STSFN!!!
2B1L gets my comedy vote. But seriously, Rolling fits.
I really don’t want to have conversations that include “Do you know what Kirby Linking is?”
So then given what we now know about this input system, has anyone tested it out with a third input?
Meaning since HP~MP is registered as HP, HP;
Will HP~MP~LP give three quick registers of HP for more advantage?
no, its still 2 inputs if you do it at the same speed.
You also run this risk of inputting MP instead of HP
I haven’t read any of the posts past page 3, so I’m not sure if we’ve already agreed on a name for this.
Ultimately I’m fine with any name that isn’t confusing, and is easily understood to refer to this method of linking. But just in case we haven’t decided, I’d like to throw the ‘kara link’ name back into the game.
Previously somebody mentioned that ‘kara link’ may not be appropriate, because when you’re using it in a combo, you’re really not kara cancelling anything. It’s just like an easier way of double-tapping.
But you know, on second thought, I think this method works because of the way SFIV detects inputs kara cancels? You may not be cancelling anything, but the idea is basically the same as a kara cancel - you press multiple buttons, but one of the buttons is pressed one frame earlier.
And this is also why I think it’s impossible to do something like HP~MP~LP. Kara cancels exist because of a safeguard feature that lets the game detects a two-button (or more) input as long as you press the buttons within 1 frame of each other (due to human error sometimes you accidentally press LP~MP instead of your intended input of LP+MP in the same frame). But the moment you kara cancelled something, you can’t kara cancel it again because the game stops recognising inputs - which like I said, is why I think HP~MP~LP doesn’t work.
Also I wonder if you can do the same in Third Strike or other games (again, not sure if someone has already brought that up or investigated it).
I can understand a game “accepting” HP~MP as HP+MP in order to make EXs easier and less susceptible to human error. Then by that logic, shouldn’t they allow HP~MP~LP to be input as PPP since the game has Ultras that utilize such inputs? I think the easiest way to dis/prove my question is to hit training mode and see if it’s possible to make the computer register P, PP, PPP inputs in one pass of the fingers. I’d do it myself but I’m at work.
There is no kara and there is no cancel. If you want to name the trick based on the fact that you put in two inputs very quickly LIKE a kara-cancel, why couldn’t someone name it something like ‘drum-link’ since ‘drumming’ the buttons also involves two quick successive inputs?
kirby, if you press all 3 buttons within the time frame, it does recognize lp~mp~hp. It’s recognized as 3p with the strongest button taking priority.
`I m quiet sure that hight level japanese playet already knew this.
I played tokido and saw him doing the loop of gouki(lp,hk, lp,hk etc etc etc) like it was piece of cake.
Now I m quiet sur he was already using this 3 weeks ago
he was really really consistent with this combo.
anyway really good share. At least I can say that in japan news was not know because, I haven t saw player trying some combo that become quiet simple( ryu F.hp, D.hp, shoryu or ex tatsu is too too good for punishing ^^)
Thanks
There is no canceling, but there is a kara input involved. I don’t know about the history that goes behind the name kara cancel, but from what little Japanese I know, kara = kuu = nothingness.
In a way, you could say that your desired input was, say, LP+MP. But if you do LP~MP, what happens is it comes out as MP, LP+MP. The first MP was not supposed to be there - it’s a kara, no?
I need to go now, so I’ll have to go read up on how kara cancels came about later.
You can’t do the HK -> LP -> HK -> LP loop with this method of linking, because it doesn’t work with LP.
You’d need to double-tap LP.
As for the akuma combo, the link from LP to HK is the hard part, and you can do this with that. HK back to LP is pretty easy.
BTW I’ve started doing this and I suddenly have a 90% success rate on 1 frame links. Holy crap. Low MK -> low MP or low HK with rog with an amazing success rate.
the lp after hk is quiet simple to link, the dificulty is more about linking the hk after the lp
like lp,hk~lk,lp,hk~lk etc etc.
i tried on practice, it make this combo much much more easier.
Thanks for sharing ^^