I was wondering if there are things i should be looking for when linking. I have been practicing links but I still mess up on timing about 50% of the time.
Are there other methods i can use to learn the timing? Or what should I be looking for in the frame animations to time links?
Responses (1 total)
The biggest problem that most people have with links is the fact that they typically mash the buttons as if they were cancelling or chaining moves. Cancelling and chaining require quick execution which is why mashing typically works in this situation.
However, links are different, requiring much more precise timing, as you have seen. The key here is patience. Chances are that you are hitting the button input for the second move in the link too early (resulting in no move coming out) or late (resulting in the move coming out, but no combo, or even worse, being punished because you dropped the link).
My first recommendation would be to analyze the character that you are trying to execute the link for. I assume you are trying to do someting viable, but it always pays to make sure. If you are playing Ryu, for example, make sure you are trying to do cr.MP -> cr.MK and not close MP -> close HP.
Once you know you have the proper moves for the link, practice in training mode. Set the computer to Auto Block so that the first hit will register but the second hit will be blocked (if possible). This will give you instant feedback as to whether or not your execution of link succeeds.
As mentioned above, if you find no move is coming out, then you need to delay your timing of the second button press a little bit. If you find the dummy is blocking, then you need to speed up the press of the second button.
You should also be aware that there are two "shortcuts" that make linking combos easier, double tapping and p-linking (read "plinking"), and I would recommend p-linking in this case (or as the Japanese call it, "sliding frame input").
Basically, if the second move of the link is a MP/MK or HP/HK then you tap the button and then a button of lesser strength almost immediately before it (almost like pianoing from the higher strength button to the lower strength button).
This causes the game engine to register the higher attack button twice in consecutive input frames, giving you more of a chance to perform the input at the right time.
While you can do this with any strength button, because of the way that the buttons are laid out, it makes sense that for MP you slide to LP, MK to LK, HP to MP and HK to MK.
If you go to training mode and set input display on, you can get input on whether or not you are performing the technique correctly.
Using Ryu's cr.MP -> cr.MK link, if you use the p-linking technique you will see this input for the combo (note that down + back is not a requirement, just this is what most people do, down can be substituted for down + back if you wish):
|2||First crouching MK input|
|3||Second crouching MK (sliding) input|
Note that if you use this technique, it won't guarantee that you will execute the link. You still have to make sure that the timing is right. P-linking simply allows you to get multiple inputs which can hit the window of opportunity for the link (kind of like getting two shots at a target for the price of one).