Because the first pressed button receives additional 'chances' to link, you press that button first and "piano" a few weaker priority moves. This ensures that the first button will be 'pressed' many frames consecutively and will come out at the correct link timing for the combo to work. This made every 1-frame link into a frame links and generally made combos much easier in SF4 than any other link-heavy games in the past.
I call the second button the "Plinker. Now, the button that acts as the Plinker can technically be any button that has lower priority than the Target Button. If you are trying to Plink an attack, you can use any of the buttons to the left of it in that list as the Plinker. Why does Plinking work? This actually involves two parts. Both, to be fully explained, need a bit of a history lesson on Capcom Fighting Games. If you want to skip the history lessons, just move on to the next question.
So for the first part, prior to Capcom Vs. SNK 2, all Capcom Fighting Games had a set rule: if you press two buttons at the same time, the weaker of the two buttons came out. But an Option Select was discovered in Capcom Vs. SNK 1. Throws actually took priority over all Normal Attacks. This allowed characters like Chun Li, who had a great standing Light Punch poke, to just hold forward on the joystick and poke with Light Punches by pressing both Light Punch and Hard Punch at the same time.
If she got within range, she would Throw. If she were just a bit too far, the Light Punch would come out and keep the opponent locked down. So starting with Capcom Vs. SNK 2, Capcom decided to nip that in the bud and changed the game to register the stronger attack when two buttons are pressed simultaneously. It's been like this for most Capcom games since CvS2. The second part is unique to the Street Fighter IV series. Throughout the history of Capcom Fighting Games, Capcom has always tried to aid players in hitting buttons at the same time.
They know that sometimes you can be a frame off, so they tweak their input recognition to allow for these kinds of disparity. This is why Kara Throws exist in Third Strike, for example. They knew you might be one frame or two frames off when hitting Light Punch and Light Kick at the same time, so they allowed the first few frames of any Normal Attack to be canceled into a Throw to accommodate people who might not have hit the two buttons at the exact same time.
Street Fighter IV does this as well, but does it through different means. In older games, hitting the two buttons slightly off still resulted in a Throw because the game recognized both buttons as being pressed very recently. Street Fighter IV goes a different route and, instead of recognizing that the buttons were both just pressed recently, it repeats the previous button input on the next frame any time two buttons are pressed 1-frame apart.
Why this change? I don't know, but my guess is that this technique produced more reliable results for online play. And again, why does Plinking work?? So now, if we take those two concepts and add them together, you can see why Plinking works. It means that if I hit Hard Punch followed by a Medium Punch one frame later, the first frame registers me as hitting Hard Punch and the second frame registers me as hitting Hard Punch and Medium Punch at the same time.
But since the higher priority move comes out Hard Punch and the lower priority move is disregarded Medium Punch , it's exactly like me hitting Hard Punch for two frames in a row. And this improves your chances for hitting that 1-frame link. And this is important to understand. Double Tapping is not as effective as Plinking. For those who don't know what Double Tapping is, it's basically just hitting the same button twice in a row as quickly as possible.
Most players do this by hitting one button twice using two different fingers. However, the way Fighting Games, in general, process button presses is that they check the button for one of two states: pressed or released. If it detects a button is pressed one frame and sees that it is pressed on the very next frame, it treats the button as if it were held down instead of being pressed again.
So it thinks you only pressed the button once. In order for a button to register two presses in a row, there has to be at least one frame of the button released in between two frames of the button pressed. So Double Tapping, at its fastest, takes 3 frames: pressed, released, and pressed. And herein lies the problem: the middle frame is one where nothing is being held down. So if you attempt a 1-frame link and Double Tap one frame too early, the frame you meant to connect on will actually be when the button is released, so you'll miss the link.
Double Tapping, when performed absolutely perfectly, makes your link successful only if you are timed the first button perfectly or if you timed it 2 frames too early. But if you time it 1 frame too early, it misses.
So it's harder to be consistent with Double Tapping, especially because it's very hard to actually perform it perfectly in exactly 3 frames consistently. For some reason, Plinking ignores this rule. On the second frame, where the input is repeated, it actually treats that as a new button press as opposed to having the button held down.
It is literally the only way to register the same button press for two frames in a row. Without Plinking, it is physically impossible to do this.
So how can I tell if I'm Plinking correctly? This is a 1-frame link. So most players would hit Crouching Medium Punch and then Plink it by pressing the Light Kick button immediately afterwards while holding Down on the controller.
This is how you know you've Plinked correctly. Practice this a bunch of times until you get this input sequence consistently. It'll help you learn the timing for Plinking, as that timing is universal for every Plink attempt. The two buttons will always be pressed with the same timing.
The two most common failed Plink attempts will look like this in the Input Display: That means you hit the buttons too fast so that they actually registered as one simultaneous input. This means you need to slow your timing down very slightly. The other mistake is: This means you hit the buttons too slowly, so that the Light Kick wasn't quick enough to Plink the Medium Kick.
They were too far apart, so it just registered as two different individual button presses. Press the second button quicker. So just make sure you see the inputs look like the first example and not like the other two see the photo for an exact example. Its not specifically Plinking as we know in SF4, where your 2nd button press is recognized by the game as the 1st button strength.
As a result you have everyone taking advantage of that and Plinking all links. However it seems like a rather unnecessary feature and a strange game design if this was indeed, intentional. Plinking - is it an intentional mechanic? Having links that tight seems needlessly complex.
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