What is plinking?

I’m wondering if someone could explain what is plinking, how to do it, it’s uses, and if there’s a diffrence between plinking and double-tapping.

I guess it’s pushing MP then immediately LP while kepping MP pushed or something?
Thanks !

Do you know what Kara cancelling is? Bassically for ken for example, you can extend the range of his throw, notice that once you put input detection in the game, once you do the motion you’ll see f+mk then f+mk+lp+lk. but i’m digressing from the topic…if you know how to kara throw, i think it’ll be much easier for you to understand the timing and rhythm of how to do it.

If you press two buttons at the same time (eg lp+mp), the one with the most strength will show up (mp for example)

If you do Ryu’s combo, [c.lp x3, c.hk] you have like one frame (dunno the exact data) to input the c.fk.

What you want to do is [c.lp x3] then do [c.hk] and then [c.mk] asap right after the hk–the rhythm and timing is like that of a kara throw.

d+lp
d+lp
d+lp…

The game will read it as such if you did it right:

d+hk
d+mk+hk

This may look odd to you yes? it’s not intuitive to you, you assume you’ll see:

d+hk
d+mk

If you see that in the input screen, then you’ve done it wrong.

You don’t have to keep mp pushed if you do mp then lp.

So you have two chances to get your last link out. Why does this work?
Back to what i said…if you press two buttons together, you’ll see the strongest of the two (mp in my example). But if you did the p-linking correctly–pressing hk, then mk immediately, you’ll see:

hk
hk+mk

But you didn’t press hk twice! The game thinks you’ve inputed hk twice. by pressing mk immediately, you have two inputs according to the game, and what comes out when you press hk+mk? The answer is HK. so you have technically pressed it twice, thus, giving you two chances to get your hk out.

Thank you for the quick and very comprehensive explanation.

What would you do if you need to plink either LP or LK?

You cant

:crybaby:

You’d normally double tap… but in some situations where hitting a stronger input wouldn’t come out but hitting lp/lk does you can actually plink lp/lk with stronger inputs. I don’t play any characters with useful 1 frame lp/lk links though so I couldn’t give you an example where this is useful.

if you’re crouching you can use lk~lp to plink a lk. if it’s lp you’re outta luck.

So you have to input mk after the hk during that one frame link?

Yes. You press hk, then one frame later mk.

It’s a result of the way the links work and negative edge. but yes, you are pianoing the extra input, so you have more chances to get the move out in a strict frame window.

I personally perfer the p-linking way myself. Let’s take a look at the c.lpx3 c.hk c.mk example again.

Sometimes if you are way too early or you don’t plink correctly, you won’t get the hk out, but you’ll get an mk out and smack them anyways, for a hit confirmable fireball.