Personally...I dont care for plinking...i can see the use...but i dont spend Hours upon hours in the training room to learn Shortcuts. I TRY my best to hit the combo as accurately as possible. But maybe thats why i'm not playing at a pro lvl, maybe i need to plink more. HELL i didnt even know about til this vid. Maybe i plink all the time and just dont know it. Anyways good stuff,This Tech will Deff come in handy for for all STF players.
Though I consider myself an intermediate player, I don't think I'm the intended audience for this video. Perhaps one day, but right now, life is too busy to be counting frames. I just want to play the game and let experience refine my approach.
@Cranky
I beg the differ, option select crouch teching has been nerfed in Super and it's clearly noticable. From what I understand that is because most of the crouching L moves have had a nerf in an extra frame. Which has been clearly noticable. I've felt the need to no crouch tech it but standing tech it in super.
So if this makes it easier by one frame, it would be a great help. I'll test it tonight, see if I feel the difference.
@ricefarmer
Don't be discouraged fellow proud pad warrior. Plinking is more than possible on the pad. I reckon the Crouch tech plinking and double plink shouldn't be too hard. Although I'm not sure what to do with true double plinking on a pad. But that stuff doesn't look that easy on the stick either.
@chewster
regular 2 button plinking is doable on a pad.. but that true double plinking is a monster
this will actually make me feel like im at a disadvantage for not using the stick!
@everyone
when your doing @ replies use their name not the freakin number sheesh
Yep, this is where I also draw the line for my game. I don't care much for plinks and what not. Technique, execution and good analyzation and countering of opponent's moves is more important to me. This is too hardcore for my liking.
I dont want to sound like a dick, but whatever happened to just timing it right?
I too think this a bit much, but then, I don't even try to plink or double tap hard links. I either drop them or get them a few times, but mostly just not try them altogether. But then I'm no where near high level in terms of play. I suppose if I ever were, I'd definitely use this info.
"Aren't any of at all curious as to how the best players never drop combos? Dedicate some time to learn and step up your game permanently."
I see your point, but on the other hand, when I watch tournament videos, it seems like combos get missed pretty often.
SF4 is the first fighting game that I try to understand more deeply.
I´ve got a question, did the other SF games had this kind of thing too or is it new?
For me is kind of strange these plink techniques.
Hey guys, when I posted this story I didn't think it through. I should have added explanations on how to Plink and Option Select from the beginning, but if you check the story now they're up there.
If you have further questions, please post them in the comments and I'll do my best to answer them.
I'd start with learning to Plink and Option Select before you check out the first video though.
This is too complicated, and i'm sure normal combos would suffice. Already, I think too much in a fight.
"What should I do now?"
"What is my opponent about to do?"
"How can I punish/snuff him?"
"What combo should I do next?
"How can I mix up my last combo?"
That, and MUCH more goes thru my mind already, If I were to complicate my game with excessive button combinations now, I don't know how I would be able to think properly.
It's hard enough playing Sakura, Rose, and Chun-Li already online, I've been doing fine with my normal combos and figuring out my opponents until they're afraid to attack (Especially with Rose :D) i'll be fine, bring your complicated s*** on, it won't break me down.
@Chunli and everyone else complaining
This isn't a lesson in game strategy, like everything else you named. This is a lesson in form and technique. Compare it to turning your hips when you punch in boxing. You don't think of it as "With this punch I should turn my hips to put my bodyweight into it." You simply practice it, spar, and incorporate it until it's muscle memory. It would require a massive overhaul of your current muscle memory, but it would end with you being a much better player. Plus, to h311 with your online record. If it costs you a few online wins, whatever, as long as you become a better player in the end.
Ahhhhh thanks E-Hubs :-D my plinking concerns are now at rest. It's kinda like a Kara Throw!
not that this is at all complicated.. but now its more like playing the system, not the game anymore.. i think this is why capcom has lost a lot of its old school fans from the street fighter 2 days.. it used to be about learning a characters moves, then mind game the fuk out of them..
to me, these are all glitches, kara throws, plinking, etc.. if you play someone who doesn't know about it you obviously have an advantage over the other.. i've always loved street fighter.. but these are reasons why i hate it too
@19
First off, I completely agree with you that plinking and double plinking are a bit out of this world for the majority of players. For the casual skilled player, you can probably beat most people by just being flat out better than them.
But at the top, when you're in the top 1% of 1%, there's not much room to get better, and you have to utilize every little detail to up your game like option selects, plinks, 1frame link combos, etc. So for that crowd, these strategies are musts.
@#25
You gotta have a game within a game for the pro crowd. If you decide not to plink and etc, that's OK because 99% of the players you play online or whatnot won't be doing it either. But the pros need complex tactics to master to use on each other.
If everything was kept too basic, if there were no complex little tricks to master, then there would be no pro players. The game would be too formulaic. It would be like checkers. There is no pro-level checkers because the game is so simple it's obsolete. The player that goes second in checkers CANNOT LOSE if he follows a specific strategy.
there is no reason to not use plinking. it really isn't that hard to understand either. but alot of people are turned off by the idea of it because it sounds so complex. it really isn't. i often hear of people not using it because of ideology, as if there was a moral code to playing. this is a game, and everything is up for grabs.
I shouldnt have to plink to learn my one frame links there should be a training drill in place that has a ryhthmic chime or tap system to prepare me to land those links consistently...then my practice will be rewarded.
Its no fun being Guile and failing hard at the 1 fram cr lp to cr mp...that just sucks. Even though muscle memory carries me through it i find 1 frame links completely random and if the match was on the line i would abandon it for safe methods.
People who are plinking me and option selecting are allowing the computer to fight their battles instead of their instincts. These are the tactics these guys need to win. Me i just read and react and I feel greatly REWARDED WHEN I DOMINATE WITHOUT TRICKS OR CHEATS. Guile is for the thinking man and I want to think and be rewarded for knowing...cus knowing is half the battle. The rest is escaping crossups and avoiding tick throws...after that these shoto clones and cheesemasters have nothing.
#22 and #29 - you are right, I would'nt say I HATE these things, but it def is more playing the system and less playing your opponent.
@22 and 26
Exactly how I feel. Been playing Street Fighter since snes and learned to do all my combos by timing alone. All this plinking and and kara throws have basically been formed into a catalyst for those of lesser skill. Whatever happened to the days where you actually had to work for your wins instead of letting the game decide. The skill level in my opinion is way lower than it used to be. Option selecting is something that should not have even been made. I too feel good when I do my combos the REAL way and not some baby shortcut way. I do play at pro level, use a pad, and do my combos the true way. It makes it even more gratifying when I beat those out there that option select and plink their way to an easy victory over those who don't know about it.
@30
i agree. Look at the option select throw tech, the computer lets u get away with murder there lol, and people wonder why this game is so defensive. Capcom needed to address this stuff in super but o well, def play helps casuals and thats what they were aiming for with sf4.
hey can we get some people reading this to state if they play with a pad or a stick?
I often wonder whats the ratio of normal online players....and am really thinking of getting a stick but I do like my pad a lot as well(but the d-pads break on the madcatz fightpads after a bit)...just say pad or stick please.
Why is everyone acting like plinking is disgraceful? lol
I don't think theres anything wrong with it at all. You still gotta practice consistently to plink regularly and the reward is consistently doing combos!! Most people use them for 1 frame links anyway. This is in now way "cheating" and neither are option select. This is what the top players do and how they land ridiculously clutch combos under immense pressure.
@KENFUSIO
Well, combos are a big part of any fighting game and if the game is any good at a competitive level it should reward practice and skill with bigger more damaging combos. If everyone and his mom could do all the big combos easily then what's the point? In SFF4, people who take the time to learn and practice this kind of techniques are rewarded with better and more consistent combos, I don't see anything wrong with it.
@37 Combos were always difficult in SF. SF3 and SF2 are also insanely difficult to combo. But these games don't rely on combos. SF is about spacing and outsmarting your opponent. Games with chains instead of links tend to be combo oriented and that increases the learning curve because it's expected that you can know them. Combos in SF4 are really just the icing on the cake. They're not necessary but they're there if you're looking to really step your game up.
I don't see why everyone is complaining about Plinking. You still need good timing. It turns one-frame links into two-frame links. You have to already be able to do one-frame links to do it. It just gives you a little more headroom in the form of an extra frame. You have 2/60s of a second to hit it and that requires a lot of skill and timing. Option selects don't ruin the game. They're not going to cause someone to win or lose. All it does is shut down tick throws. If it wasn't there, most matches would become throw fests.
I think it's kinda funny that there's one camp saying plinking is overly-difficult, and another camp complaining that "it makes the game too easy."
Anyway, ds123 (#24) has the right idea. Without the highly technical elements, there simply wouldn't be an upper level of play. Just like any competitive game outside SF, it's not always about landing the most hits, but maximizing your opportunities with skill. People who want the game to be "all str@tEgery," well, we have the original SF2 for that already.
In their defense, Capcom shouldn't so secretive with these technical abilities. If you're going to put in option-select/plinking/kara throws, create tutorials in the game itself so ANYONE CAN LEARN THEM!!! That's the real crime here. Some may say, "but the knowledge belongs to people who do the research." Screw that! Victory belongs to the best player, not the guy who did the most Google searches.
You can't assume that Capcom knows 100% of the things that are possible with their game. The game (SFIV) has been out for nearly 2 years and we're just getting into the meat of plinking and learning new things about it. It took over a year for unblockable ultras to get really noticed, and Capcom certainly didn't intend for those to exist.
The attack priority system on its own makes a ton of sense (when you push two buttons at once, the more powerful attack should come out) to allow some amount of flexibility, which the devs tried to maximize in this game. I assume plinking is just some unforeseen side effect of the priority system, or at least one that came out in development and wasn't intended from the beginning.
Move cancelling was an unintended bug in SFII, and it's now an extremely core mechanic in the series. If Capcom feels that plinking breaks the game, they'll remove it. If not, they'll leave it in and it will be eventually internalized as a core element of high-level play.
I see nothing wrong with the existence "Plinking" in high level play. As far as I am concerned, if you are willing to take the time to figure out any of these high level techniques you should deservingly have that comparative advantage. There is nothing "cheap" about it if everyone is equally uninformed about something and one person figures it out. The person who figured it out clearly took the time to put the characters in the lab (training mode) and improve him or herself.
Like the previous poster mentioned, these things are figured out by the players. So it is pointless to blame capcom for these things. However, at the same time, I think this it is an irrelevant point, since whether or not the concept was introduced to the game or whether it was discovered post-release does not change the fact that it is a part of the game, and therefore an available tool. It is up to Capcom or the official tourny body to decide whether or not it is appropriate in those matches. With that being said, there is nothing immoral or unethical about using these tools.
And raising your level of play to a level where you can use such tools is not removing strategy from the game. I honestly do not understand how anyone can make this point. You are adding an extra dimention to the meta-game if anything it should make the game more complicated. I would appreciate it if anyone who believes that "plinking" and "stragety" are mutually exclusive could explain this to me, as I clearly am missing something here.
@40, Plinking and Options Selects make sense though. Everyone knows that you can't attack while blocking and that the move would still come out if you press multiple buttons but not with perfect timing. Plinking and Option Selects are just using common knowledge for practical use. It's like how Capcom teaches us that you can sjc with Viper or hc with Makoto in trials. But they don't teach you everything that's possible with it. They give you a little taste and the rest is up to you. The problem is that 99.9% of fighting game players are not innovators. In the past, these techniques would be only known by a small number and they would keep that to themselves to have an advantage. That doesn't exist anymore because of the internet. These advanced techniques become a lot more common now.
@chewster
I think you misunderstood what the purpose of the crouch tech is: You don't want the c.lk to come out, if the opponent tries to throw you. You actually want to tech the throw (late). What has been nerfed (if at all) is the ability of the crouch tech to hit the opponent out of block strings.
So teching throws hasn't been nerfed, it's still the same. So doubling the input won't change anything in the teching department, but actually will make it more likely to eat a counterhit if the opponent doesn't throw, but decides to bait the crouch tech.
Jarkyttaa #43
Kara throws aren't big news anymore, and literature on option-selects has been readily available for quite a while. There's no excuse for Capcom not to implement these elements in their training mode.
@48
I think the reason Capcom doesn't include this kind of technicalities in the trials or in an in-game tutorial is because they want to apeal to a more broader audience and this stuff would scare away the more casual player. Imagine how in hell would you go about to explain plinking or option selects to a person who just started playing SF? Besides, like others have said, some of this stuff is discovered months or years after game release.
If you really are into SF you should be able to find this kind of stuff by yourself on the internet anyway so I think the game is fine as it is.
@ 32
these are tools just like everything else in the game. Also, what you say about OSes and that they never should have been made just proves you don't know how they work. OS will be in every fighting game in one way or another. Every pro player uses plinks and OSes, just watch replays on live with inputs on, they're everywhere, so saying it's for the less skilled is bullst. I bet in fact the only reason you're against it in the first place is that you can't grasp how they work, or got too bad execution to actually pull it off
@39
2 frame links are not hard my friend. I can two fram link all day endlessly without breaking a sweat. Its the 1 frame links that are virtually impossible. You can do them but promising yourself that you will do it is false. You have to "hope" you pull it.
Now I see why guyslamnd these intricate combos and never miss and just rinse and repeat. This doesnt make you better it makes you great at taking shortcuts.
The intent here is to simplify something that was designed to be hard. Giving you the ability to strike or tech the throw with one button press hence removing the "read and react" factor.
Im sure all the Kens I have been playing who abuse Kara throw and all the Ryus who can just stroll up to you and throw you are annoying. But I beat them by "understanding" what my opponent wants and how they intend to get it.
I dont need plinking to do that. I just "play" better.
This is for the birds and really saddens me...I have to do a ridiculous zig zag motion to do my ultra or super and these guys double tap or plink and get master combos...meanwhile im 1 frame linking ftw the hard way.
Guile for life.
Guys, this isn't a replacement for hard work and strategy. It just allows for better precision; if you can't ever hit your 1-frame link ATM, opening it up to a 2 or 3 frame link isn't going to help you drastically. Its for those of us who want to hit the combo more often than we do now, or as insurance against the odd time we drop it. Its useful, free and safe; why not learn it?
I think all of these "shortcuts" added to the series, over the years, has polluted the game in general and allows new players to execute sloppy-easy techniques while adding to the disinigration of skill in a crowd of seasoned veterans that has actually pursued to legitimately learn the proper form of execution behind the move.
"Buffering", "Plinking", "Negative Edge", etc... all of these needless shortcuts. Is SSFIV a true game of skill or merely a giant "mindf*ck" in seeing how many shortcuts it takes (or doesn't) to achieve mastery?
Three things:
1. None of this matters online. This kind of thing is completely unreliable with any lag. Practice forever, get it perfected offline, then eat a reversal DP every time when playing online=LAME
2. Why the hell did CAPCOM introduce all kinds of shortcuts for standard inputs yet force extremely difficult execution for a 4-hit combo?? Considering that 4-hit combo does 15-20% damage it's not worth it, especially since block strings are so loose and reversal DPs are so easy.
3. Finally, this kind of thing is just boring. Yay, I landed a 4-hit combo for mediocre damage. All that (also) boring practice and all I get is a few more percentage points of damage (4 hits vs 2 hits). I enjoy practicing combos in the VS games because they are rewarding and fun. There's nothing fun about a 4-hit combo. Yes, combos can be greatly enhanced by using FDAC but the extra damage is not always worth the cost in meter.
J
LOL at all the whiners too stupid/lazy to learn anything more than flipping burger.
Plink is NOT an essential technique. It's only helpful for a few characters where 1 or 2 frames link is their bread n butter (Ryu, Rose, FeiLong, Rufus, used to be Akuma etc). It is MANDATORY for Guile, where ALL his combo is 1 frame link. Plink does not help much on 3+ frame link, so Ken, Sakura, Chun etc can get by without it. Also, plink does not work on lp/lk only link (Cammy, gief)
Sum up,
plink == double your chance of hitting a 1 frame link.
(because plink itself is actually as hard to hit as a 1 frame link, therefore...)
double plink == double your chance of hitting a plink.
True double plink == quadruple your chance of hitting 1-frame. (only for very specific sets of normal move/characters)
Again, Plinking is NOT AN ESSENTIAL technique. If you don't want to learn plink, keep using your beloved IDIOT PROOF, SCRUB characters such as Balrog (retard-proof 5 to 6 frames windows) , Bison (ridiculous 5 frames windows), or Blanka (rapid fire).
And please JerseyFame stop associate yourself with Guile. You're a disgrace to Boom family. Any real Guile knows plink. Plink is nothing new, been around since 3S / CVS2, and well document in Japanese SF4 book in 2008/2009. JerseyFame you can now go back to dominate in your local laundromat over those homeless folks looking for free air conditioning.
Funny thing, option select & plinking which everyone is calling a difficult technique is only possible because developers wanted to make the game easier.
Option selects is possible because the input window for moves is not 1 frame. It's more like 30 frames in SF4. lol.
Plinking is possible because of leniency for multiple inputs. i.e. You don't have to press forward and punch at the exact same time.
It's not like the developers put these things in the game intentionally. Well, not the first time, after that they just left it in there. It was the gamers that broke the game system and isn't finding loopholes to exploit one of gaming's attraction?
@ whinerhubs
I was going to legitamize your attempt to dis one of the best Guile players in the country (me) but when you said...
"Any real Guile knows plink. Plink is nothing new, been around since 3S/CVS2 "
lmao...
#1 Guile didnt see 3rd strike...it was wack ass remy...
#2 Cvs2 Guile didnt need to plink he was awesome.
You...ur just sad.
oh btw JerseyFame is my xbox name...i will trash you and then accept your innevitable friend request...hahahah.
a la bugs bunny "What a maroon!"
i bet your bottom dollar everyone on here mashes at one point or another (myself included)....think of plinking as a "refined" or better yet a controlled way of mashing (but not REALLY mashing). plinking is nothing new, and if you just try it out, you'll be hitting those 1-framers in no time.
@jerseyfame I believe Bugs said, "moron" not "maroon" as in the color.
@Jerseyfame
Do I really have to school you what a period "." means? Period is used at the end of a sentence/statement. This is elementary, JerseyFame.
"Any real Guile knows plink. Plink is nothing new, been around since 3S/CVS2."
Notice I used a period in the sentence? That's two different sentences. I'll break it down for you.
"Any real Guile knows plink."
(because of all the Guile 1-frame link, and good Guile knows that cr lp > cr mp > sonic boom is essential to punish those trying to tech throw you, and mix up your throw/hit game. Of course you didn't know.)
"Plink is nothing new, been around since 3S/CVS2."
(It means just that, plink is not new concept. My 575 pages CVS2 Jap guile book printed in 2001 already talk about 1 frame link and 1 frame link A-groove super. Plink is nothing new in Capcom games. That true double plink is new to me though.)
Before you tried to trash-talk me like a true Jersey trash, you have to understand one thing. Your Guile was like 55% winning rate in SF4? My SF4 Guile was 68% winning rate playing in G1. In super, currently 80+% playing in ranked with only top mid top ranked opponent. I'm decent but I wouldn't call myself one of the best. I'll wait until I can beat the top players 80/90% of the time. Know your place you JerseyTrash.
I remembered I've played you long time ago, back when G2 when you're like 8000-9000 BP, you played just like a 9000 BP trash. I don't know you ever made it in G1. While you're certainly not one of the top Guile player, you're definitely the top Guile whiner in the country. Congrad.
A lot of this went over my head but I'm wondering if it's possible to hit 1-frame links with 100% consistency without using these techniques? I would suspect it would take longer than 16 milliseconds just to physically depress a button and that margin of error is just too large.
@caruga:
It is certainly possible, but I don't think any real human being could do it with 100% consistency even WITH these techniques. The window is just too small.
Everybody drops combos.
And that's the thing to people complaining about how this is somehow bad or for players of lesser skill: Plinking is a technique to try to drop combos less. Everyone drops links, and everyone always will. This is something you can do to try to make that happen less.
IF you don't want to, that's fine. But if you think it somehow means you are superior (or that people who use it are inferior), it does not.
I remember some players who money matched Daigo were asked if he plinks or double taps and they said he triple plinks or something. I thought they were joking but I guess this is what they meant.
@RiXindaMiX
All of this stuff was in previous iterations of Street Fighter . You ever wonder how Daigo gets those fireballs out with so little recovery in SF2? He kara fireballs using his standing jab. Capcom definitely knows that this mechanic is in their fighting games by now, and they obviously think it's ok to leave it in. Vowing to not take advantage of the intricacies in the game's engine like plinking in SF4 is like swearing off using FADC because it gives you bigger damage combos.
Um....When i used to Main guile in Vanilla i would hit the C.short -> C.Strong All day....In fact i didnt even know it was 1 frame link til i read the comments. Like i said ealier i dont know if i plink or not but i do know that when i was playing as guile i NEVER Plinkd. Hell i liked playing guile because i used him as rushdown.
Rushdown guile > Sonic Spam Guile
I understand that Guile was built to abuse Boom..but Rushdowns feel so good. Its like having an orgasim to me...But thats just me.
Guys, every game/sport/etc in existence has detailed stuff like this that advanced players try to master when they have all the basics down. I remember when I played counterstrike there were crazy techniques that could give you a nice little edge if you used them - like no scope sniper rifle, special bug spots to throw flashbangs that would blind the whole area, etc.
This is nothing new, or anything bad for that matter.
Hey I'm new here. And I'll just copy-pasta my SRK blog on this article:
"...But why go through the trouble of this when Capcom could simply... open the link window by a frame (or two)? Also, this supports an old observation of mine that high level conventions seem to be things that make the game easier to play (Plinking, using arcade sticks, option selects).
All that is well and good, but if Capcom were to actually open the link window by a frame, elitist would cry foul - even though they strived to do just that. People would tell me my preference for playing with a 'pad' (thumbstick now) is scrubbish, even though they admit plainly that they use sticks because it easier for them. Option selects are tech-throws with weak attacks to cover their ass in the event they guessed wrong.
So it's all well and good to discover techniques to lessen effort in combat, yet when a company officiates certain techniques, or lessens the executions needed for these techniques in the exact same spirit of lowering frustration, elitist cry about the companies catering to noobs.
Now I'm sure there are strong players who have no problem see a game help close the skill gap (and execution is a major point of issue), but a lot of players harbor elitist attitudes for these efforts. I find it comically contradictory."
This site is awesome (EH >> SRK), it seems to have a better community and I'll be posting more in the future.
@71
theres no skill involved in option select teching. Its just another thing that makes the game more turtle friendly. U should have to stand to tech, as simple is that. Try low teching throws in turbo and see what happens.
Oh crap, why did you post this here?! You're just going to make the eventscrubs' heads explode!
@whinerhubs
you still havent explained why plinking is necessary to be a Guile player, I think you are validating your inability to play off of read and react thus comforting the sadness you endure by being poor at execution.
I hate when dumb people try to be smart. Research before you talk. thats all I ask the people on here to do. You guys are not as "wise" as u think u r...its embarrassing.
Also I never played you and my win% was at 58.7% in basic SF4, and thats through the course of 4000 matches not the 12 matches you had between you and your buddies who let you win to boost your rating.
So thats 2500+ wins without plinking and you are saying Im a scrub when I dont hide n spam...I actually run the gauntlet and rush down my opponents, Sagat and Zangief included.
I wrote a manual on how to play Guile...i should have written one on how not to name your event hub account.
Whinerhubs_com?? really?? smh...
I used to have the same mindset about denouncing learning advanced techniques vs playing by the book per se. Learning and mastering your character's link combos is definitely important, but I'm fairly certain that dropping a link combo has cost more than a few people here a handful of matches (on or offline) since more often than not, dropping a link combo could very easily result in reversal DPs or SPDs. At this time, I'd say I was maybe 60-75% consistent whenever I went for link combos when the opportunity arose.
So I thought to myself, "What if I got my link combos down to nearly 100% of the time? I'd never eat any retarded reversal DPs or SPDs ever again!" What did I do? Just practiced nailing those link combos even more, maybe raising my consistency to about 80% of each attempt in pressured situations. I would STILL lose some matches due to failed links in clutch situations, therefore I wanted to be even more consistent.
So I decided to bite the bullet and try learning doubletapping and plinking for the sake of getting better. I dropped doubletapping because I couldn't grasp my mind around having 2 fingers hit the same button, but plinking was alot more comfortable. Working with plinking seems to have raised my consistency up to 95%! Being already familiar with the timing of the actual link coupled with this plinking = extremely consistent execution.
Now that I've told my life story, I'm gunna get to my point:
Street Fighter has always emphasized 2 things, Execution skills and Reading your opponent. Plinking can significantly raise your execution skill, but you still have to read your opponent.
Option selecting is another beast altogether and I'd like to write another essay to justify it, but I'm pooped lol
For controller users it seems to be a long stretch to do these p-links but for a stick user these techniques can definitely improve the user's fighting level.
I don't see how this is an exploit or glitch at all. When you're kicking someone's butt in a match and you miss a link and the opponent just mashes a SRK, do you feel happy and "honorable"?
You guys keep having the misconception that p-linking requires no timing, it still requires you to input it in the window frame you normally would, but now you've just got a bigger window of opportunity. In clutch matches this is going to be crucial.
This is a technique that is being disclosed to every player, if you don't have the skills to execute it, then you don't. If you don't feel that you need to further advance your skills, then ignore this. But to say that it is a glitch and exploit, you got to be kidding me. Every character has the ability to do it, I see no disadvantage in using it. It's almost as saying you would like to go to battle less prepared than you really should be.
Wow, some of you scrubs act like such little crybaby martyrs. It's just hilarious. If you don't want to try and improve your game, that's fine, but don't try to act like Mr. Badass or something just because you don't take what you can easily get. Christ this isn't even as extreme as something like wavedashing in SSBM, this is adding 1 extra frame to a 1 frame link.
Play a worse game and think you were "doing it the way it's supposed to be done," you sound like every scrub whose ever thrown his controller at the wall. Plinking, kara throws, that's all REGULATION NORMAL now, and if you don't accept that then you're just a sore loser. Plain and simple.
People talking about the satisfaction of beating plinkers... like you can tell when somebody is plinking anyway. Do you know what's satisfying? The win screen... and seeing your BP go down while mine goes up. Learn up or shut up.
There's a lot of sour grapes and complaining in here about plinking.
If you want to intentionally limit yourself by not taking advantage of the game mechanics, more power to you. Don't try to pass it off as if it's a crutch. Play to win, don't play to make excuses.
95% of people do not get this, 4.5% get it and buy still will never place higher than 25th in ANY tournament. The .5% left already know it and are the same handful of people that fill the top 5 at EVERY major tournament with better than decent money as prizes. Im sure Capcom, Mad Catz, and people like Gootecks milking this pro gaming pipe dream are loving it.
Nice video, but I don't get why you would ever want to plink the tech. You never actually want to tech throws as early as shown in the video with the crouch tech.
You want to tech the throw attempt of your opponent as late as possible so that you can't get punished for using the crouch tech. Plinking the crouch tech just will make it a lot more likely to eat a counter hit.
The other two input methods were nice though