I wish the had the command of the Ultras while the Vs screen loaded instead of the sometimes Romanized named. Renge - What the hell is that to an American?
Sometimes me and my buds go random online and then we are frustrated that we dont know the command of a life saving move. In SF3 they were all pretty much the same with QCB/F+attack or 360 for the big men supers.
Whoever thought it was a good idea NOT to have commands...
Maybe it could be NEXT to the name or both fade in and out at the select menu or Vs. screen.
For those who think this is not useful:
Plinking is a technique where you press more then one button to activate the special move, increasing the chances to it come successful (you know that from time to time you miss a special move in a combo because of time, frame or whatever), the normal use for plinking is for example, QCF + (piano input the three punches), if for some reason your Fierce fails, the Strong will probably activate the fireball (or whatever the comand will be). Plinking the ultra will help you have one more frame of advantage to link the ultra (since you know, you can't special cancel it). For those who think this is useless, I suggest you reconsider it.
so if i plink ultra in the instance where i do sakuras U1 and ex tatsu comes out ultra will always come out?
#6 Kind of. You pretty much increases the chance to use Ultra 1. In this case for example, when you make the input for the U1, QCB²+KKK, one of the kicks isn't input correctly (not exactly in the same time), hence your ex tatsu, the plinking will help you with that.
its not useless... its just has limited usefulness. most of the ultra links have several frames that allow them to connect, such as ryu fadc srk into ultra 1, ken into ultra 1 etc. ide imagine its most useful for those non-typical ultra setups such as balrog's meaty stand jab into ultra 1, yangs meaty stand jab into ultra, ryu's fireball FADC ultra 2, ken's meaty stand jab into ultra 2, ken's fireball FADC ultra 2, etc.
it is "useful" in the fact that some of these non typical ultra setups are normally much more difficult but also require no meter which you may situationally not have
Planking is so out of style... We are coining and cuping now
This sort of thing is only used in select circumstances, and I would think it's main use would be counter hit setups with tight timing. Doing something risky like an ultra off a meaty jab is crazy reactions. But if you are doing frametraps fishing for counter hits into ultra with balrog, cammy, and i assume there is one using this for fei long lol, then that's a bit more manageable.
i believe CH adds 3 frames of hitstun to medium or heavy attacks... i think. so alot of characters can counter hit into ultra, some more useful than others. If you are good at scouting out that "counter hit" flash during a fight, this should help you!
Funny thing is that i first thought of trying this on balrog CH cl hk into ultra, but i have to activate that one with kicks, and i don't think my hands can do that and plink in the lp lol. womp womp
@17
Under most circumstances...you really can't easily, lol. That was what I realized when I figured the setup I had with Balrog required to use the kicks instead of the punches to get that 1 frame lower startup that his ultra has.
@19
PLinking actually also takes advantage of negative edge, because I believe it can activate off the release of the buttons as well. I remember seeing that on the Vesperarcade tutorial unless my memory escapes me. Anyways, plinking is more used for trying to make tough 1-framers easier to link. Negative edge I believe is more often used in buffering sequences because it can be faster than pressing the button.
That is an awesome technique. I've never thought that this game would allow the player to plink ultras. It's amazing that this game still innovates even after all these years of SF4.