super street fighter 4 arcade edition and tekken tag tounament 2 tutorial |
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| 12-26-2012, 02:30 PM | away - #21 |
| Whiff A move that misses the opponent completely. Sometimes used intentionally to bait an opponent, build super meter, or reduce recovery time in slow moves by cancelling them into a quicker move that whiffs. | |
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| 12-26-2012, 02:31 PM | away - #22 |
| Frame Trap A tactic in which you use a move that seems to be punishable but is actually advantageous on block, baiting the opponent into being punished when they attempt to retaliate. An example of this would be Lilith's c.HK canceled on block into her Luminous Illusion, in the Darkstalkers series. | |
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| 12-26-2012, 02:31 PM | away - #23 |
| Frame Advantage A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes. | |
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| 12-26-2012, 02:46 PM | away - #24 |
| anybody on this site interested in this !! either a. already knows it or b. knows where to look for it. not trying to !! on you, i'm just saying. | |
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| 12-26-2012, 02:56 PM | away - #25 | |
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| 12-27-2012, 01:12 AM | away - #26 | |
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| 12-27-2012, 04:24 AM | away - #27 |
| Been playing SFII since I was like 6. Been playing SFIV since it was in arcades. I still don't know how to read frames. Imagine how much better I'll be if I did. | |
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| 12-27-2012, 04:31 AM | away - #28 | |
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| 12-27-2012, 11:09 AM | away - #29 | |
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| 12-27-2012, 11:11 AM | away - #30 | |
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| 12-27-2012, 11:11 AM | away - #31 | |
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| 12-27-2012, 05:51 PM | away - #32 | |
When I got my mic on in endless and i hear some dudes like "they nerfed vegas startup from -3 to +4 on push block or some type of !! like that." I'm like "!!! I'm about to get that work." The less I know the better I am, I think... Because I'm an A with Bison and now I'm trying to learn Sagat... | ||
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| 12-27-2012, 06:29 PM | away - #33 |
| reading frame data ain't that hard to learn if u put the time in anybody could do | |
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| 12-29-2012, 12:02 AM | away - #34 | |
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| 12-29-2012, 12:06 AM | away - #35 |
| Subsssssuscribes | |
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| 12-29-2012, 12:11 AM | away - #36 | |
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| 12-29-2012, 12:13 AM | away - #37 | |
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| 01-06-2013, 02:34 PM | away - #38 |
| Plinking (sometimes pronounced "P-Linking") stands for "Priority Linking" and is a fundamental technique to getting the most out of your combos. It makes difficult combos much easier to achieve. The Technique Plinking is done by dancing across two or more buttons in rapid succession exactly one-sixtieth (1/60) of a second, or one frame, apart. It sounds a lot harder than it really is. However, it is typically very difficult to perform on controllers apart from an arcade stick because of the button layout and design on most pads (i.e. standard Xbox 360/PS3 controller). The catch is that it only works if a higher priority command is input first. | |
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| 01-06-2013, 02:35 PM | away - #39 |
| this technique exploits a mechanic in SSF4 that gives certain commands priority over others. The formula is relatively simple: medium attacks have priority over light attacks, heavy/hard attacks have priority over both, and kicks have priority over punches. The priority list looks like this: LP<LK<MP<MK<HP<HK By exploiting this using plinking you get an extra frame to hit the next move in your combo, which makes the notorious one-frame links entirely possible. There are two reasons to use plinking over attempting to hammer the same button twice within 2/60's of a second. One, it is almost physically impossible to do so. Two, if you tap the same button that rapidly, the game thinks that the button is being held down and ignores the second input. Plinking essentially jars the system by adding another input and allows the system to register the second input of the higher priority command. It's possible the second input of the first command is due to negative edge, but this is currently unverified. When done successfully the inputs should appear like this: Image:Plinking.jpg Notice how the first input is registered twice? This is what adds that extra frame to the one-frame window used in many difficult links. Because of the priority system, the lesser input (MP) is ignored in favor of the higher input (HP). This principle applies to any input and any combination of inputs, allowing for a large amount of plinking possibilities. However, you can only plink a light kick to a light punch when crouching, but you cannot plink MK+MP or HK+HP without getting a focus attack or taunt, respectively. Light punch has priority over nothing, so it cannot be plinked. Last edited by Hotboy1982; 01-06-2013 at 02:38 PM.. | |
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| 01-06-2013, 02:56 PM | away - #40 | |||
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