I try not too, but sometimes when I’m trying to dash in to get on the offense, the blockstun on a move last so damn long that it registers as a push block even if its damn near 30 frames after the move.
Should I even waste time with that and just try to punish the move with a longer range normal?
Situational. I can give you a better more clear cut answer if you gave me a more in depth description. What characters, what move your opponent is doing etc.
Also try just tapping forward twice instead of using the buttons for ground dashing that might help. Might want to get used to doing that because it will help you get used to doing those in certain situations in SSFIV too.
random tip on that good dashing/pushblocking that I don’t really use all that much myself cuz I haven’t been messing with it, but credit to Ron for figuring out that it does indeed work: use C+B+forward or back, but really fast piano the C~B, it will still register as the dash or the pushblock, but it does throw/throwtech first as an option select just in case.
Not sure if trying this may hurt people more than it helps if you’re still not comfortable with lots of basic things, but it seems pretty nice to me!
Still working on it. I never really thought about it: I should be happy with my progress so far considering this is my second fighting game ever. Gonna keep it moving.
EDIT: in other news, got V 1.5 of my detachable face plate cords ready. Saw some female D-subs that looked just like what I was looking for, but need to find male ones
It’s a piano, there are no plinks in this game. (Note, I’m making the technical distinction between plinking that gives you an extra input on the next frame and piano, which is just hitting a button directly after the other (C~B). That input in this game is actually kara-canceling a normal into a dash, which is often faster and gives you more distance.)
A piano is a technique, not a system mechanic. Pianoing two buttons within a frame causes a plink. So, it’s a plink by your definition. The reason there are no functional plinks in this game is because plinking causes you to kara dash. The mechanic still works it just doesn’t do what Street Fighter does, which is what I’m sure you’re referring to. It only option selects a throw in dashes as far as I know.
I meant to bring up this useful tidbit but I kept forgetting about it when I was talking to anyone except Drew.
I usually associate a piano with slower button presses (i.e. for hands/kicks/electricity) than plinks which is why I asked. Sorry if I confused you.
I think what MikeG was trying to say is that plink is specific to SF4, it stands for priority linking; I don’t need to define what that is we all know it. But because it gives the extra frame I believe the term should be kept to SF4. I’ve always referred to what you all are talking about as an OS Throw break/Pushblock (or Throwbreak/tri dash, etc.).
i cant believe marlinpie found a true infinite with magneto two in fact he does them a bunch in this stream not going to list the time cause im tired but its such good shit.
Holy fuck. Doom got some hot fuckin combos. Never knew his dash was quick enough to keep comboing. Might have to just take that ho into pmode just to learn some of them combos for shits 'n giggles
well there are no true infinites because of hit stun scaling but the non x factor hypergrab loop in the corner with magnus is a deathloop. which is as good of an infinite your going to get. He cut a few of them short maybe worried about dropping it. but the hypergrab sj ub dash df c land c hypergrab is the same as the old spencer corner loop. As far as it kills everyone before hitstun scaling stops it from working.
chris g’s ryu was bodying everyone that whole tournament. Ryu may be a poor mans akuma but xfactered shin hadoken does hella.
It’s not even a death loop really. Depending on what you start with damage is going to be at around 750k after tempest, 1milish with Squeeze. You certainly can kill characters with the right DHCs, and as Logan mentioned awhile ago I’ve been doing it for a minute now (learned of it during FR, incorporated it to my game the night we got home)…but it’s not free death all the time.
It’s a lot of easy damage, but it still doesn’t push out damage above Hulk, Sent, Taskmaster, and the like.
I saw this last night and moved Ryu back into my active roster IMMEDIATELY.
Since I’ve been playing these flight characters (Storm in particular) for awhile, Im getting adjusted to a faster game style but man… playing as Ryu is so fun, as long as the opponent hits buttons
And I’ve been trying to think of cool ways to get into the DHC trick but no one in my team has a power up super and not really compelled to put someone who does on it. This will probably change as I learn more.
And lol, Haggar is the counterpick to almost every rush down tactic. I should probably learn some combos.