Posted by Thank God on February 21, 2009 at 5:17 p.m. #1
This will make it a hell of a lot easier to get the timings down.
Much appreciated.
Posted by Minicree on February 21, 2009 at 5:46 p.m. #2
So when you are you supped to innate the next attack is it before or in the section with the lil dots.
Posted by Prokin on February 21, 2009 at 5:52 p.m. #3
Its right at the End moment of the lines
i press them right before they dissapear
Posted by Minicree on February 21, 2009 at 6:06 p.m. #4
I wonder what the dots are for then ?
Posted by Tanooki on February 21, 2009 at 7:43 p.m. #5
So, any chance of confirmation from Capcom themselves? Some people have found mixed results, and their is always room for human failure when it comes to testing this... actual confirmation would be great.
Posted by Senryoku on February 21, 2009 at 9:25 p.m. #6
yeah this isn't helping for Ryu's Trial hard 2.
Posted by KokoBananaMan on February 21, 2009 at 9:35 p.m. #7
This isn't even helping for El Fuerte's 1st Hard Trial. I time it to where I should be pressing it, and nothing.
I wish this actually worked, as it would be useful for Gen's 5th Hard Trial :(
Posted by SSJ3X on February 21, 2009 at 10:50 p.m. #8
It helps, but I need more help on focus cancelling moves... I'm horrible at doing that generally, and it would be very useful for me and others if we want to get better.
Posted by Thwomp on February 22, 2009 at 1:20 a.m. #9
Helps a TON for me.
Would have been nice if there was some message pointing this out in-game, though...
Posted by BHeaggans on February 22, 2009 at 4:27 a.m. #10
Man I am so disappointed with myself for not noticing that. I knew I should have read the booklet......lol
Posted by Struggs on February 22, 2009 at 4:36 a.m. #11
Helps alot for me too. Not an exact science here, but it's so much better than looking at the characters for timing.
Posted by Villian on February 22, 2009 at 5:41 a.m. #12
wow, thats an awesome tip, thank you!
Posted by Cyked on February 22, 2009 at 5:42 a.m. #13
Sometimes in the instance where you have to link attacks when in the couching position, like Ryu's Hard 1 (I think?). I find that most of the time instead of holding down; tapping down briefly to initiate a crouch and staying in a crouch by tapping down again helps a bit. If it's done right you wont get back up. Also I think by doing this you lose less ground after an attck is complete. But yeah I could be totally wrong =P
Posted by Jcool813 on February 22, 2009 at 6:07 a.m. #14
i posted this on the internet but i guess everyone ignored it
Posted by Jcool813 on February 22, 2009 at 6:26 a.m. #15
http://www.gamefaqs.com/boards/genmes...
2 days ago at 504 Eastern
i want credit.
Posted by Aneila on February 22, 2009 at 7:24 a.m. #16
Well there's your problem right there Jcool, you posted it on lolGameFAQS and not SRK. xD
Anywho, it's a very nice find.
Posted by Catalyst on February 22, 2009 at 10:11 a.m. #17
I don't mind giving you credit in the story. I can see you posted it a few days ago.
In the future if you find anything like this please feel free to email it in to me. My email is jberlinghoff@eventhubs.com and it's also at the bottom of the front page of EventHubs.com in case you ever need it.
Posted by Henry on February 22, 2009 at 10:48 a.m. #18
Doesn't work.
The little pulse is a graphical representation of your ultra meter being built up.
Try sweeping someone. Watch as the little pulse is finished long before you can link anything.
Same problem with Fei Long's roundhouse chicken wing. Last hit and pulse goes by long before you can link a fierce.
SRK wins yet again. Sorry fellahs. =)
Posted by ryu_vs_ken on February 22, 2009 at 11:12 a.m. #19
yeah i can verify this doesn't work
Posted by Jcool813 on February 22, 2009 at 12:10 p.m. #20
cool i get credited and im joining shoryuken right now
Posted by sickn8 on February 22, 2009 at 1:06 p.m. #21
I think it's the recovery time for the person who got hit
Posted by Kelgar on February 22, 2009 at 3:28 p.m. #22
I tried this a few times before, but I'm not sure it works...cause when you land a FA the yellow things move as fast as usual and they show up also when a special attack is blocked
Posted by that guy on February 22, 2009 at 4:33 p.m. #23
Wow, its funny to see what people think this means, its nothing but iltra meter being built up thats all
and I know this for a fact, is interesting to see the wild conclusions though :]
Posted by blexhey on February 22, 2009 at 6:22 p.m. #24
guys if the meter goes by too fast, its a move you obviously cant link, duh. the meters is there to show you what you can and cannot link.
Posted by LordofUltima on February 22, 2009 at 6:36 p.m. #25
If this is a solid indicator than this changes everything.
Posted by Kelgar on February 23, 2009 at 3:12 a.m. #26
It's definitely not related to links
http://www.youtube.com/watch?v=wspkMp... (it's the first video I found with FAs) at 1:42 Chun absorbs Guile's sonic boom and her bar flashes. As "that guy" said it's related to building up the ultra meter.
Posted by AtTheGates on February 23, 2009 at 9:41 a.m. #27
it's not the hitstun, more testing should have clearly revealed that to you guys. Unfortunately, the pulse always has the same speed.
Test with Abel: qcf P, FADC, any link. you can be way late with your link (after the pulse is done), and it will combo anyway.
www.hardedge.org german fighting game community
Posted by Nope on February 23, 2009 at 6:40 p.m. #28
It's a fake. If it helps you, then good. But it's not true.
Posted by me on February 23, 2009 at 7:35 p.m. #29
is there anything that DOES help??... I swear linking is near impossible in this game (ok, if you suck like me apparently, haha). I can do the same combo with what looks and feels like the EXACT same timing every time to me, but it only counts the full combo like 5-10% of the time... people who can do these link combos consistently must have some crazy timing. I can do kara throws all day, but this sh*t is killing me...
Posted by Amp on February 23, 2009 at 7:51 p.m. #30
*listens as the Internet collectively goes "OOOOOOOHHHH, o-kaaaay."*
Posted by d3v on February 24, 2009 at 10:24 p.m. #31
Despite having the aid, the window for the links is still very small (I've heard that it's as small as 1 frame) so there's still a large chance to miss the window if you're not fast enough.
Posted by qwsa12 on February 26, 2009 at 11:58 p.m. #32
I tried to link normal moves with this link combo assistances, but it never really helped out.
It did help out to pull off two moves with only 1 button press, but still do the input with the stick for the second move. Let me explain this by example:
With viper I did:
cr.mp and start the qcb move but never pressed a punch button the second time for cancel ( I think it is a cancel ) into the thunder knuckle. But I did do an 2 hit combo. Now those indicators are on the right side of the health bar when my Thunder knuckle started.
With Ryu you can do the same thing.
Just do a cr.mp and start the qcf, but never press punch for a fireball. You will still do a cr.mp cancel into a fireball.
cr.hk into a Hurricane Kick doesn't work, because of the sweep I think.
This is the output of my input for the cr.mk into a Hurricane Kick:
down, down + mkick, down-left, left, up-left
Posted by LosT on March 7, 2009 at 5:42 p.m. #33
Does anybody want to do all of my hard character trials for me? I only have 3 done. Ill pay you! Please
Posted by ithelpedme on April 19, 2009 at 9:54 p.m. #34
This helped me. At first, I couldn't get past Ryu's 2nd Hard Trial. I found this tip and started from the 2nd trial and finished the rest in 30 minutes. I just picked up SFIV and am fiddling with it.
I guess you have to be spot on with the indicator. I mean the speed it blips varies with each attack.
It was especially helpful (and this is probably the best example for it working for me) during the 5th Ryu Hard Trial. Going j.hp, c.mp, c.hp. Just the timing from c.mp to c.hp, it helped me adjust my timing to hit c.hp at the right time.
Posted by Amazing on July 4, 2009 at 9:15 a.m. #35
I never really understood the timings for linking as I never really played any fighting games before. This will definitely help me in learning. Thanks a bunch!
Posted by Stickyresin on July 5, 2009 at 12:20 a.m. #36
As other people have mentioned it appears this pulse has nothing to do with hit recovery.
However, this pulse still gives us an important tool which can be used to help learn the timing for specific links. It is a pulse that moves at a constant speed that gets emitted exactly when our hit lands.
Just keep brute-forcing the link while watching the pulse, and when the link does go through note the approximate progress of the pulse. It wont be the same for each link, but it will remain consistent for a specific link.
Posted by tre on August 24, 2009 at 11:47 a.m. #37
Unforunately (and regretfully), I have to agree that this is false, i.e. with Sakura. Her tatsu > crouching MP link is accomplished several frames after the pulse goes past as can be seen in most slow mo combo vids.
Posted by tracy_UNO on December 20, 2009 at 10:49 a.m. #38
everyone has mixed views. all it does is SUGGESTIVELY help with your timing. if it didnt work for you then ya gotta find some other way to get it done. anywho, it worked for for me. thanks.
Posted by neto82 on March 7, 2010 at 7:03 a.m. #39
ive heard of p-linking, onestly, ive tried it and timing it is as difficult than timing with out p-linking. i want to hear your opinion ? im a guile guy, so you can understand that i need to find out how to link combos ex: l.punch, l.punch,(link) m.punch. its like almost impossible to link from l.punch to m.punch. let me know!
Posted by Proupin on August 30, 2011 at 8:58 a.m. #40
OH SHI* i never realized that existed! thanks I'll check it out