@ RHayabusa

from youtube

first off let this true quasi almost double nearly super extended redundant triple new genuine lenient plink word orgy stop

plinking (priority linking)
is an established jargon meaning cancelling a move into itself by having the game register it again and a lower priority move simultaneously the immediate frame after you made the first input for that move
it effectively adds up to one frame of leeway to “links” but over time tends to lower your ability to nail links properly by encouraging you to do you links early.

double plinking
is an established jargon meaning cancelling a move into itself by having the game register it againt and a lower priority move simultaneously the immediate frame after you made the first input for that move while at the same time doing it with at least one more lower priority move just in case you fucked up the plink with the first extra button
it effectively adds up to one frame of leeway to “links” but over time tends to lower your ability to nail links properly by encouraging you to do you links early. difference is it’s easier to properly plink this way that when using only one extra button of course you can even then triple, quadruple or quintuple plink (say cr.hk plinked with cr.lp, cr.lk, cr.mp, cr.hp, back/select), tape a wood plank under your palm and hammering your stick in a diagonal motion seems to be the most effective way to do it.

B-link or blinking (plinking with select/back)
is an established jargon meaning cancelling a move into itself by having the game register it again and select/Back simultaneously the immediate frame after you made the first input for that move.
it effectively adds up to one frame of leeway to “links” but over time tends to lower your ability to nail links properly by encouraging you to do you links early. difference is select/back does’t interfere with the game unless you play “trial challenges”, which reduces the chances of having unwanted specials coming out when adding some intricate motions or option selects to your plinking game, it also allows to plink light punch moves which otherwise have the lowest priority of the game and cannot be plinking with any other regular button.

kara doing something
is the act of cancelling a move with a higher priority move, usually a heavy grab or a special move by pressing or finishing the input one 2 or maybe even 3 frames after pressing the input for the first one
the objective here is to grab from farther, or connect farther with a move to surprise from a distance, or simply to connect during a combo when range is tight and walking is not going to slice it.

double tapping
is the act of trying to manually do what a fastest turbo setting does, always having the game registering either a button press or a button release.
the objective here is to reach 50% accuracy on 1 frame links or just frame punishes and 100% accuracy 2+ frame links/punish

now what this guy’s calls “true double plink” is what I d rather call a "fuck-up-tion select"
because it selects the second move if you fucked up the link for the first both of them being plinked.
this is very character and stance situational as you need to have 2 moves that will link in that phase accessible from the same stance, no doing a grab, or a focus or another unique move, and that can be followed up the same (or at the very least don’t put you at risk in case the back up move triggers)
the objective is to extend the leeway by not one , but 2 or even 3 frames if everything is done properly of course it teaches you to do the moves very early and basically teaches you to miss the correct timing. it is not that is is completely useless, but in most cases the difficulty of the manual gesture to execute is higher than the difficulty of the link itself but every character has 2 or 3 links that can be learn’t to be done this way.

now for your question on youtube
if you whatever you wanna call “fuck-uption select” cr.mp with cr.lp

what you are trying to do is
cr.mp
cr.mp + lk
cr.mp + lk + lp
cr.mp + lk + lp + back/select

this will give you
cr.mp if done one frame late
cr.mp if done at the correct timing
cr.mp if done one frame early
cr.lp if done 2 frames early
cr.lp if done 3 frames early

if you fuck up a bit your pressing pattern you’ll get a double plink for cr.mp, a single plink, or even no plink at all.

basically the same results you d get by simply doing
cr.mp
cr.lp + mp

this will give you
cr.mp if done one frame late
cr.mp if done at the correct timing
cr.mp if done one frame early

If you fuck up a bit your pressing pattern you’ll magically end up “fuck-up-tion selecting” and nail the link even being 2 frames early with a fortunate cr.lp , or no plink at all. Personally I think this is the best way to go for cr.mp links, without going over the top and slamming your hand on the fightstick.

…my brain is all over my keyboard.

really dont waste you time with that if you want to remember something from that vid he posted , take the "grab " plinking thingy, it works for crouch tech but it does if standing too, you can’t kara plink grab though.

grab is our only 3 framer so it is usefull to make it “just frame” to interrupt pseudo blockstings or to perform your tick throws properly in those cases 1 frame matters, plinking is usefull too especially if if in spite of training you feel your poor linking still burdens your game, or that you really need to nail some of the 1 frame punishes.

The rest, honestly, though interesting for machine assisted combo video coders, cheating devices developers and theorycrafters is not very relevant for a tournament player, even an advanced one, now i am not speaking for champions but that is probably not in your next year expectations, so keep in mind that shit exists in a corner of your memory and save it for later.

[details=Spoiler]Sarah Connor ?

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Darn it, I can’t believe our character requires to double tap or to B-link to link JABS when any average shoto can just chain them.

No fair. X_X

But as I almost don’t use the PPP button, I’ll try to map the select button instead, and try to « Blink » (X_X) my cLP, as I suck at double tapping. If my computer were not to bear « blinking » (XD), has anyone tips for double tapping ?

Or alternatively you could do what most of us have been since vanilla and actually learning the muscle memory TO do crlp xWhatever?

It’s actually not hard at all.

No really, I’m not being an ass here, it’s actually easy. It’s rhythmic, it’s simple, it’s really very little more than muscle memory.
Plinking comes in handy for doing the crLP > crMP, but I solely only find this the case because I like pressing my buttons like a crazed pianist.

honestly francys i have been trying foreer, this cr.lp >> cr.lp link i just never nailed it, I kind of removed it from my game, of course if i try long enough
i can do
cr.lp >> cr.lp >> cr.lp >> cr.lp >> cr.mp xx EX.FBJ
but i am just never going to do a cr.lp >> cr.lp link in a match unless i really have to, like during a footsies war to hit confirm on the first one and more often than not i fuckup my link and throw my EX.FBJ into a block.

but i am not removing any of my buttons to B-link, not yet though, i might but i ve never been really good at P-linking /B-linking either so for me 1 frame links are a handicap in my games can’t nail the timing can’t really plink either, i don’t really get why because i kind of kara grab very reliably.

VERY HELPFUL AJUNTA THANKS A TONNE!!!

My problem is that I can’t find that rythm. If at least it was a fast one frame link (like Rose’s cLK into cMP), I could pull it without problem. But it’s neither slow, nor fast… and I have only one frame window to get it right. é_è

And can’t think about using turbo in tournaments, so I better avoid it since the beginning. X_X

Same here.And I’ve see a lot of high level Claw doing so, avoiding to do more than one cLP in a link chain (BrokkenG, Jozhear, Makoto0124 aren’t the lesser of those). Claw has been designed to be ill at ease at close range, and his jabs feel really unsafe to me.

My problem is that they still are his best option without charge at point blank, and I would like to be able to pull at least two cLP into cLK LP-RCF. It’s a detail 'cause in fact you do often have a charge, but details are

P-linking is a bit tougher than karathrowing, 'cause you have to pull it within the link timing, whereas you can karathrow when you feel like to. But it’s worth it. It really helps to link cMP, 'cause you can press the buttons a little earlier an still get the link. It’s very helpful.

I tried your B-linking technique, and it actually works ! I mean, I still suck at cLP into cLP links, but i does effectively double my inputs rate. And it seems to work with every button (I tried with cMP too). The problem is that the PPP button is the farthest of my layout, so I had to switch is with the HP instead… which sucks. Although it would be perfect if I could add one extra button at them left of my LP.

PS : as for the cLP cLP cLP cLP cMP into EX FBA, I think at my level it’s a kind of dream; lol. @_@

About 6 months ago someone uploaded a sound-file on SRK that replicated the rythmic timing EXACTLY. I found that helped; I just loaded it into iTunes and had it loop. I couldn’t do it back then, but I can now dfo it okay and presumably a very, very high percentage if I practised it allot more.

Okay, thanks.

I guess there is no solution that would suffice by itself. I’ll just have to train that rythm + choose either double tapping or B-linking. Lots of training ahead of me, I guess… ^^

I guess since I play a very aggro footsie Vega, I guess it’s easier in mindset sense for me. Since when I’m pushing that crLP, I’m aiming to turn it into a link. The thought is there. Or maybe it’s not, I don’t think about it when I hit it, my hands just do it.

I practiced my ass off with links, the thing with fighting games that’s always drawn me to them is the execution, so I’ve sat there for…so many hours that in hindsight, no wonder I never got my studies done in college on time, but I digress, it comes naturally.
All it really is is muscle memory. If you can hit cl.HP, crMP, then you can hit crLP, crLP.
A lot of this is also mindset. While one is a 1F, 1 is a 2F, they both require a level of timing and just because it doesn’t go 1, 2 - doesn’t mean it doesn’t have a rhythm.
If you can learn the rhythm to one, you can learn the rhythm to the other.
I actually find cHP, crMP harder than crLP, crLP because that has less of 1, 2 timing.

Think it’s too hard? Your heads gonna stick with that one and make it harder than it actually is. I thought Saiki’s HD teleport Cancels were too hard in KOFXIII, then sat down and went “Oh shut up, it isn’t.” and started nailing it.
It’s surprising how much psychology comes into play when you’re learning muscle memory stuff.

P.S. Don’t do more than two crLPs, crMP xx EX FBA.
The more you add, the more it scales. You really don’t want that.

well theses are 2 diffrents links

speaking of ease of execution

cls.HP >> cr.MP

  • full synch between you and the game engine
  • 2 frame leeway
  • long delay difficult on muscle memory
  • no sync between input polling engine (USB MCU device and host dialogue + driver) and game engine input polling (frame by frame)

to be precise this kind of link could be called an “eye finger 2 frame link”

cr.LP >> cr.LP

  • short delay, easier for muscle memory
  • no synch between you and the game engine
  • 1 frame leeway
  • no sync between hardware input polling engine (USB MCU device and host dialogue + driver) and game engine input polling (frame by frame)
    to be precise this kind of link could be called a “beatbox 1 frame link”

the main diffrence for this kind of link is that we have slow reaction time so there is no time for us to synchronize with the game, of course this can be done if the first cr.lp of the link above is not the first one, or if we are doing it as a just frame counter, because we have the previous stuff to synch our clock with the game’s “beat”, but when starting the combo out of the blue we don’t have that synch yet.

Why does it matter… well it matters because in a perfect world even if you are not synched with the game it doesn’t matter much as long as the delay between both presses is exact it doesn’t matter that those presses happen both at the beginning of the frame or both at the end.

but the world is not perfect and there is a second desynch that your otherwise perfect tempo has to overcome : the USB polling rate. which will cause you timing between to presses to be rounded to the above multiple of 8ms and every now and then it will cause you even with perfect “tempo” between the presses to miss a 1 frame link.

This is handsdown the most comprehensive Vega guide I’ve ever read, and I agree with a lot of what you’re saying here. I plan on reading the rest of your series and cherishing it, but when you talk about the wall dive you are presented with two options

  1. go for the grab
  2. accept the less damaging claw attack

when going for number 2 when your opponent is waking up, sometimes I will check them with this but I will claw attack at nearly the end of its range and on shoto characters be juuuuuust far enough away to not get sweeped and even actually counter with his cr FK slide into them, or Vegas wonderful overhead attack into a throw. It CAN be used as a baiting move, but you gotta accept the3re is some risk involved and even more skill necessary.

I’ve found the FP rolling attack is hardly useful because of the startup time you mentioned, however the QP is great and a “HEY U PAYIN ATTENTION LOL” kinda move.

I’m a self taught vega player, been playing sf for over 20 years and for some reason in SF4 decided to make Vega my main character. He’s great, he’s a badass IF you dont let him get smacked around. He’s an aggravating person to fight and he plays on human emotion. Love him.

Good job, and I will read the rest soon. Even part 1 taught me a lot.

Good luck, it’s out-dated and I have no intention of going back to it any time soon.
I don’t play the game anymore and that guide was written about two years ago.

well thanks for your guide. It’s great.I got to the Street Fighter party a little late :c

awww just noticed this nice guide and it stopped before talking about frame-traps, damn it :frowning:

I’m sure Emersion’s guide will fill in the gaps. I very seldom play this game anymore tbh so there’s no point in me going back to this. I barely have enough time in a day to eat, let alone write an essay X3.

Hi I am a new fellow vega player on shoryuken. I can say that your guide is good and you are right about vegas ppp backflip. I have been destroyed many, many times because I thought that I could get out of pressure with that move:(.

Plenty of people do. I used it once upon a time, myself. Ugh. Now any time in a mirror or when I’m on an alt, seeing someone do it is always a gift of 100’s of damage.

Weed it out.

use it for bait srk. say you did a high jump in. once you land, you flip, 75% of people with dp will dp you (from experience).

empty safe jump flip on shoto’s is nice as well.

dash up to an opponent and then flip to bait a reversal.

meaty cr.mk on makoto, cancel to flip so you can punish her waking up with ex karakusa.

just some examples of using it as an offensive tool rather then defensive. do it sparingly and only if you read the person of course, you don’t want to be predictable and get ultraed. only talking about the KKK flip though. i can’t remeber the last time i used PPP. maybe agaisnt an abel once in 100 games or something