Ultra Street Fighter IV/Advanced Techniques: Difference between revisions

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{{USFIVHeader}}
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=Plinking=
Plinking, short for "Priority Linking", 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 inputting two consecutive buttons exactly one frame (1/60 of a second) 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/Playstation controllers). The catch is that it only works if a higher priority command is input before a lower priority button.
==The Mechanics==
This technique exploits a mechanic in USF4 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
Plinking allows 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, the game will not recognize the same button press on two consecutive frames, as it interprets this as the button being held down. A button must be released before it can be hit gain, so the fastest possible mashed input would occur every other frame. Thus, it wouldn't be useful for attempting a one-frame link even if you could physically do it.
The technical explanation for the existence of plinking is most likely to make button combinations like throws, focus attacks, taunts, and EX moves more lenient. In games like SF3: 3rd Strike, it was not uncommon for players to fail an attempted EX special move because they hit the two attack buttons one frame apart. Plinking repeats the first input on consecutive frames and allows the system to register the second input of the higher priority command. 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.
You can only plink a LK~LP when crouching because Throw takes priority while standing. You cannot plink MK~MP or HK~HP because Focus Attack and Taunt take priority at all times. LP has priority over nothing, so it cannot be plinked by normal means (more on that later).
==Double Plinking==
This technique is a plink that utilizes three buttons instead of two. It helps make a plink successful if the timing of the first input was a little off. It does not give an extra frame, it simply increases the plink's chance of succeeding. This is because it acts like you plinked twice.
==True Double Plinking==
The difference between regular double plinking and "true" double plinking is true double plinking actually involves two different plinks in rapid succession. This further increases your chances of hitting the one-frame link. It acts somewhat like an option select, but depends on your timing rather than the opponent's response. An example of this would be adding a MP+LK plink to a HP+LP plink. If you somehow miss the timing on the first plink (HP+LP) the second plink (MP+LK) will come out. This can be useful if you're having trouble with certain links.
==Blinking/Slinking==
This bizarre plink involves the use of the Back (Xbox) or Select (Playstation) button, thus Blinking or Slinking. The Back/Select button is secretly the lowest priority input in the game, effectively having priority over nothing. Its usefulness is derived from its unique ability to double any input or any combination of inputs, giving an extra frame to each and can essentially plink the combination rather than the individual inputs. This includes light punch (which was previously impossible to plink), grab/throw, and ultras (3-punch/3-kick buttons).  This is very useful for trying to do strictly timed throws, or even kara throws, ultras, and anything else. Unfortunately, this technique is not available in Trials mode, as Back/Select brings up a menu screen displaying the combo notation.
On arcade cabinets, the Start button serves the same purpose, although the location of the button can vary to the point where it becomes impractical. Blinking/Slinking is not possible for 3DS users, since the Select button acts as a second Start button. The slink will register and come out if done correctly, but at the cost of momentarily pausing the game. It is therefore not a reliable way to practice the technique, nor is it good to use in online matches.


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Every character in the game has a move which can be kara-canceled, but each individual move typically adds a different amount of distance.  Some moves actually give no distance when kara-canceled, and a few moves actually give negative distance, meaning they move the character ''backward''.
Every character in the game has a move which can be kara-canceled, but each individual move typically adds a different amount of distance.  Some moves actually give no distance when kara-canceled, and a few moves actually give negative distance, meaning they move the character ''backward''.


Below is a list of the ''added'' distance gained when kara-canceling each move. This list is not exhaustive; the logic here was mainly distance, so the moves here are those with the best range.  "Lenient" karas, like the ones Sagat has, are not included because they are not technically karas. They may be added at some point in the future, though.
Below is a list of the ''added'' distance gained when kara-canceling each move, excluding karas with minimal effect (under 0.010 distance).  "Lenient" karas, like the ones built into Sagat's f.LK and f.HK, are not included because they are not technically karas.


As an example, when Vega performs his far roundhouse kara throw, he adds 0.2892 distance to his throw range (1.07), for a total of 0.2892 + 1.07 = 1.36.  As a reference, the stage is 15.0 units wide, and the characters start 3.0 units apart at the beginning of the round.  All numbers are truncated values (rounded down).
As an example, when Vega performs his Far HK kara throw, he adds 0.289 distance to his throw range (1.07), for a total of 0.289 + 1.07 = 1.36.  As a reference, the stage is 15.0 units wide, and the characters start 3.0 units apart at the beginning of the round.  All numbers are truncated values (rounded down).


Note that the proximity range of normals affects how and when they can be used. For example, Evil Ryu's Far HP has a good kara range at 0.2204, but his Close HP doesn't move him forward at all. Additionally, many close normals actually have shorter proximity distance than the character's throw range, which makes them pointless for kara throwing.
Note that the proximity range of normals affects how and when they can be used. For example, Evil Ryu's Far HP has a good kara range at 0.2204, but his Close HP doesn't move him forward at all. Additionally, many close normals actually have shorter proximity distance than the character's throw range, which makes them pointless for kara throwing.


Moves denoted in yellow text are special-only karas; they can be used to kara EX specials of a higher priority, supers and ultras.
Moves with a blue background are special-only karas; they can be used to kara EX specials of a higher priority, supers and ultras.
Moves denoted in white text can be used to kara lots of things, including throws.
Moves with a red background are negative karas that move backwards a noticeable distance.


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|-
|-
|Abel || close LK || 0.1648
|Abel || close LK || 0.165
|-
|Abel || far LK || 0.0908
|-
|Abel || crouching HK || 0.1738
|-
|Adon || close MK || 0.3064
|-
|-
|Adon || far HK || 0.0975
|Abel || far LK || 0.091
|-
|-
|Akuma || close HP || 0.1260
|Abel || crouching HK || 0.174
|-
|-
|Akuma || far HP || 0.1777
|Adon || close MK || 0.306
|-
|-
|Akuma || close HK || 0.2935
|Adon || far HK || 0.098
|-
|-
|Akuma || far HK || 0.0406
|Akuma || close HP || 0.126
|-
|-
|Balrog || <span style="color:yellow">Any Dash Punch (L/M/H)</span> || 0.1100
|Akuma || far HP || 0.178
|-
|-
|Balrog || <span style="color:yellow">Any Dash Punch (EX)</span> || 0.1200
|Akuma || close HK || 0.294
|-
|-
|Blanka || far LP || 0.2175
|Akuma || far HK || 0.041
|-style="background-color:#071052"
|'''Balrog''' || '''Any Dash Punch (L/M/H)''' || '''0.110'''
|-style="background-color:#071052"
|'''Balrog''' || '''Any Dash Punch (EX)''' || '''0.120'''
|-
|-
|Blanka || Forward Hop || 0.2213
|Blanka || far LP || 0.218
|-
|-
|Cammy || far MK || 0.0646
|Blanka || Forward Hop || 0.221
|-
|-
|Cammy || crouching MK || 0.0306
|Cammy || far MK || 0.065
|-
|-
|Chun-Li || forward+MK || 0.0600
|Cammy || crouching MK || 0.031
|-
|-
|Chun-Li || Hazanshu (H) || 0.0700
|Chun-Li || forward+MK || 0.060
|-
|-
|Chun-Li || Lightning Kicks (EX) || 0.2000
|Chun-Li || Hazanshu (H) || 0.070
|-
|-
|Cody || close HK || 0.1020
|Chun-Li || Lightning Kicks (EX) || 0.200
|-
|-
|Cody || far HK || 0.1347
|Cody || close HK || 0.102
|-
|-
|C. Viper || <span style="color:yellow">Burning Kick (H)</span> || 0.0600
|Cody || far HK || 0.135
|-style="background-color:#071052"
|'''C. Viper''' || '''Burning Kick (H)''' || '''0.060'''
|-style="background-color:#071052"
|'''C. Viper''' || '''Burning Kick (EX)''' || '''0.070'''
|-style="background-color:#071052"
|'''Dan''' || '''Dankukyaku (L/M/H)''' || '''0.021'''
|-
|-
|C. Viper || <span style="color:yellow">Burning Kick (EX)</span> || 0.0700
|Decapre || close LP || 0.094
|-
|-
|Dan || <span style="color:yellow">Dankukyaku (L/M/H)</span> || 0.0206
|Decapre || far LP || 0.012
|-
|-
|Dee Jay || far MP || 0.0176
|Decapre || close LK || 0.012
|-
|-
|Dee Jay || close MK || 0.1384
|Decapre || close MP || 0.031
|-
|-
|Dee Jay || crouching MP || 0.0206
|Decapre || far MP || 0.043
|-
|-
|Dhalsim || crouching HK (slide) || 0.0127
|Decapre || far MK || 0.064
|-style="background-color:#631406"
|'''Decapre''' || '''close HP''' || '''-0.057'''
|-
|-
|Dudley || standing HP || 0.0699
|Decapre || far HP || 0.025
|-
|-
|Dudley || <span style="color:yellow">Machinegun Blow (H)</span> || 0.4415
|Decapre || crouching MK || 0.031
|-style="background-color:#631406"
|'''Decapre''' || '''down forward+MK''' || '''-0.046'''
|-
|-
|Dudley || <span style="color:yellow">Machinegun Blow (EX)</span> || 0.5415
|Dee Jay || far MP || 0.018
|-
|-
|E. Honda || <span style="color:yellow">Hundred Hand Slap (H)</span> || 0.1200
|Dee Jay || close MK || 0.138
|-
|-
|El Fuerte || far MK || 0.0111
|Dee Jay || crouching MP || 0.021
|-
|-
|El Fuerte || close HK || 0.0164
|Dhalsim || crouching HK (slide) || 0.013
|-
|-
|El Fuerte || far HK || -0.0253
|Dudley || standing HP || 0.070
|-style="background-color:#071052"
|'''Dudley''' || '''Machinegun Blow (H)''' || '''0.442'''
|-style="background-color:#071052"
|'''Dudley''' || '''Machinegun Blow (EX)''' || '''0.542'''
|-style="background-color:#071052"
|'''E. Honda''' || '''Hundred Hand Slap (H)''' || '''0.120'''
|-
|-
|Evil Ryu || far HP || 0.2204
|Elena || standing LK || 0.098
|-
|-
|Evil Ryu || close HK || 0.1853
|Elena || crouching HP || 0.059
|-
|-
|Evil Ryu || far HK || 0.0764
|Elena || crouching HK || 0.096
|-
|-
|Evil Ryu || crouching MK || 0.3500
|Elena || forward+MP || 0.038
|-
|-
|Evil Ryu || forward+MK || 0.1320
|Elena || forward+MK || 0.116
|-
|-
|Evil Ryu || <span style="color:yellow">Axe Kick (L)</span> || 0.3915
|Elena || down forward+HK || 0.010
|-
|-
|Fei Long || far HK || 0.1022
|El Fuerte || far MK || 0.011
|-
|-
|Fei Long || forward+MK || 0.0176
|El Fuerte || close HK || 0.016
|-style="background-color:#631406"
|'''El Fuerte''' || '''far HK''' || '''-0.025'''
|-
|-
|Fei Long || <span style="color:yellow">Rekkaken (H)</span> || 0.1668
|Evil Ryu || far HP || 0.220
|-
|-
|Gen || (Mantis) close / far MK || 0.2588
|Evil Ryu || close HK || 0.185
|-
|-
|Gen || (Crane) close / far MP || 0.0502
|Evil Ryu || far HK || 0.076
|-
|-
|Gen || (Crane) crouching MP || 0.0625
|Evil Ryu || crouching MK || 0.350
|-
|-
|Gouken || close MK || 0.1525
|Evil Ryu || forward+MK || 0.132
|-style="background-color:#071052"
|'''Evil Ryu''' || '''Axe Kick (L)''' || '''0.392'''
|-
|-
|Gouken || far MK || 0.0515
|Fei Long || far HK || 0.102
|-
|-
|Gouken || far HK || 0.1913
|Fei Long || forward+MK || 0.018
|-style="background-color:#071052"
|'''Fei Long''' || '''Rekkaken (H)''' || '''0.167'''
|-
|-
|Guile || far MP || 0.1864
|Gen || (Mantis) close / far MK || 0.259
|-
|-
|Guile || close MK || 0.2547
|Gen || (Crane) close / far MP || 0.050
|-
|-
|Guile || crouching HK || 0.1246
|Gen || (Crane) crouching MP || 0.063
|-
|-
|Guile || <span style="color:yellow">Flash Kick (ALL)</span> || 0.2373
|Gouken || close MK || 0.153
|-
|-
|Guy || close MP || 0.0311
|Gouken || far MK || 0.052
|-
|-
|Guy || far MP || 0.1350
|Gouken || far HK || 0.191
|-
|-
|Guy || close HK || 0.2567
|Guile || far MP || 0.186
|-
|-
|Guy || downforward+HK || 0.0732
|Guile || close MK || 0.255
|-
|-
|Guy || <span style="color:yellow">Hozanto (EX)</span> || 0.1456
|Guile || crouching HK || 0.125
|-style="background-color:#071052"
|'''Guile''' || '''Flash Kick (ALL)''' || '''0.237'''
|-
|-
|Hakan || forward+HP || 0.0238
|Guy || close MP || 0.031
|-
|-
|Hakan (not oiled) || <span style="color:yellow">Oil Rocket (ALL)</span> || 0.1200
|Guy || far MP || 0.135
|-
|-
|Hakan (oiled) || <span style="color:yellow">Oil Rocket (ALL)</span> || 0.1002
|Guy || close HK || 0.257
|-
|-
|Ibuki || standing MK (neutral) || 0.1749
|Guy || downforward+HK || 0.073
|-style="background-color:#071052"
|'''Guy''' || '''Hozanto (EX)''' || '''0.146'''
|-
|-
|Ibuki || crouching MP || 0.2187
|Hakan || forward+HP || 0.024
|-style="background-color:#071052"
|'''Hakan (not oiled)''' || '''Oil Rocket (ALL)''' || '''0.120'''
|-style="background-color:#071052"
|'''Hakan (oiled)''' || '''Oil Rocket (ALL)''' || '''0.100'''
|-
|-
|Ibuki || Kasumi Gake (ALL) || 0.2500
|Hugo || standing MP || 0.046
|-
|-
|Juri || close MP || 0.1745
|Hugo || standing MK || 0.017
|-
|-
|Juri || far MP || 0.2661
|Hugo || standing HP || 0.017
|-
|-
|Ken || forward+MK || 0.4126
|Ibuki || standing MK (neutral) || 0.175
|-
|-
|Ken || forward+HK || 0.3253
|Ibuki || crouching MP || 0.219
|-
|-
|Makoto || forward+LK || 0.3356
|Ibuki || Kasumi Gake (ALL) || 0.250
|-
|-
|M. Bison || close MK || 0.0253
|Juri || close MP || 0.175
|-
|-
|Oni || standing HK || 0.2421
|Juri || far MP || 0.266
|-
|-
|Oni || back+MP || 0.2054
|Ken || forward+MK || 0.413
|-
|-
|Rose || crouching HP || 0.0197
|Ken || forward+HK || 0.325
|-
|-
|Rufus || close HK || 0.0500
|Makoto || forward+LK || 0.336
|-
|-
|Rufus || far HK || -0.0426
|Makoto || forward+LK xx Karakusa<br>(6f window, later = farther) || 0.41~0.52
|-
|-
|Rufus || <span style="color:yellow">Galactic Tornado (L)</span> || 0.0495
|M. Bison || close MK || 0.025
|-
|-
|Rufus || <span style="color:yellow">Galactic Tornado (EX)</span> || 0.0711
|Oni || standing HK || 0.242
|-
|-
|Ryu || close HK || 0.1853
|Oni || back+MP || 0.205
|-
|-
|Ryu || far HK || 0.1036
|Poison || close LP || 0.053
|-style="background-color:#631406"
|'''Poison''' || '''far MP''' || '''-0.136'''
|-style="background-color:#631406"
|'''Poison''' || '''forward+MP''' || '''-0.030'''
|-
|-
|Sagat || close MK || 0.1201
|Poison || crouching MK || 0.020
|-
|-
|Sagat || forward+LK || 0.0392
|Rolento || close LK || 0.105
|-
|-
|Sakura || close / far LK || 0.0539
|Rolento || far LK || 0.257
|-
|-
|Sakura || close HP || 0.1948
|Rolento || close/far MP || 0.042
|-
|-
|Sakura || far HP || -0.0149
|Rolento || close MK || 0.217
|-
|-
|Sakura || crouching HP || 0.1056
|Rolento || far MK || 0.111
|-
|-
|Sakura || forward+MK || 0.0191
|Rose || crouching HP || 0.020
|-
|-
|Sakura || <span style="color:yellow">Shouoken (EX)</span> || 0.1000
|Rufus || close HK || 0.050
|-style="background-color:#631406"
|'''Rufus''' || '''far HK''' || '''-0.043'''
|-style="background-color:#071052"
|'''Rufus''' || '''Galactic Tornado (L)''' || '''0.050'''
|-style="background-color:#071052"
|'''Rufus''' || '''Galactic Tornado (EX)''' || '''0.071'''
|-
|-
|Seth || far LK || 0.0882
|Ryu || close HK || 0.185
|-
|-
|Vega || close / far HK || 0.2892
|Ryu || far HK || 0.104
|-
|-
|Yang || close / far HK || 0.1036
|Sagat || close MK || 0.120
|-
|-
|Yang || <span style="color:yellow">Mantis Slash (H)</span> || 0.1886
|Sagat || forward+LK || 0.039
|-
|-
|Yun || close / far LK (Genei Jin) || 0.3500
|Sakura || close / far LK || 0.054
|-
|-
|Yun || close MP (non-Genei Jin) || 0.1779
|Sakura || close HP || 0.195
|-style="background-color:#631406"
|'''Sakura''' || '''far HP''' || '''-0.015'''
|-
|-
|Yun || far MP || 0.1218
|Sakura || crouching HP || 0.106
|-
|-
|Yun || close MK (non-Genei Jin) || 0.0443
|Sakura || forward+MK || 0.019
|-style="background-color:#071052"
|'''Sakura''' || '''Shouoken (EX)''' || '''0.100'''
|-
|-
|Yun || far MK || 0.1778
|Seth || far LK || 0.088
|-
|-
|Yun || crouching MK || 0.1703
|Vega || close / far HK || 0.289
|-
|-
|Yun || crouching MK (Genei Jin) || 0.1530
|Yang || close / far HK || 0.104
|-style="background-color:#071052"
|'''Yang''' || '''Mantis Slash (H)''' || '''0.189'''
|-
|-
|Yun || forward+MK || 0.1683
|Yun || close / far LK (Genei Jin) || 0.350
|-
|-
|Yun || <span style="color:yellow">Lunge Punch (L, Normal and Genei Jin)</span> || 0.3659
|Yun || close MP (non-Genei Jin) || 0.178
|-
|-
|Yun || <span style="color:yellow">Shoulder (L)</span> || 0.2167
|Yun || far MP || 0.122
|-
|-
|Yun || <span style="color:yellow">Shoulder (L) (Genei Jin)</span> || 0.3404
|Yun || close MK (non-Genei Jin) || 0.044
|-
|-
|Yun || <span style="color:yellow">Shoulder (M)</span> || 0.1685
|Yun || far MK || 0.178
|-
|-
|Yun || <span style="color:yellow">Shoulder (M) (Genei Jin)</span> || 0.3704
|Yun || crouching MK || 0.170
|-
|-
|Yun || <span style="color:yellow">Shoulder (EX)</span> || 0.2467
|Yun || crouching MK (Genei Jin) || 0.153
|-
|-
|Zangief || far HK || 0.2206
|Yun || forward+MK || 0.168
|-style="background-color:#071052"
|'''Yun''' || '''Lunge Punch (L, Normal/Genei Jin)''' || '''0.366'''
|-style="background-color:#071052"
|'''Yun''' || '''Shoulder (L)''' || '''0.217'''
|-style="background-color:#071052"
|'''Yun''' || '''Shoulder (L) (Genei Jin)''' || '''0.340'''
|-style="background-color:#071052"
|'''Yun''' || '''Shoulder (M)''' || '''0.169'''
|-style="background-color:#071052"
|'''Yun''' || '''Shoulder (M) (Genei Jin)''' || '''0.370'''
|-style="background-color:#071052"
|'''Yun''' || '''Shoulder (EX)''' || '''0.247'''
|-
|-
|Zangief || <span style="color:yellow">Banishing Flat (L)</span> || 0.1300
|Zangief || far HK || 0.221
|-style="background-color:#071052"
|'''Zangief''' || '''Banishing Flat (L)'''|| '''0.130'''
|-
|-
|}
|}




{{Navbox-USFIV}}
[[Category: Ultra Street Fighter IV]]
[[Category: Ultra Street Fighter IV]]
[[Category: Street Fighter IV series]]

Latest revision as of 07:41, 4 December 2022

Ultra Street Fighter IVUSFIV-Header.png

Plinking

Plinking, short for "Priority Linking", 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 inputting two consecutive buttons exactly one frame (1/60 of a second) 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/Playstation controllers). The catch is that it only works if a higher priority command is input before a lower priority button.

The Mechanics

This technique exploits a mechanic in USF4 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

Plinking allows 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, the game will not recognize the same button press on two consecutive frames, as it interprets this as the button being held down. A button must be released before it can be hit gain, so the fastest possible mashed input would occur every other frame. Thus, it wouldn't be useful for attempting a one-frame link even if you could physically do it.

The technical explanation for the existence of plinking is most likely to make button combinations like throws, focus attacks, taunts, and EX moves more lenient. In games like SF3: 3rd Strike, it was not uncommon for players to fail an attempted EX special move because they hit the two attack buttons one frame apart. Plinking repeats the first input on consecutive frames and allows the system to register the second input of the higher priority command. When done successfully the inputs should appear like this: 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.

You can only plink a LK~LP when crouching because Throw takes priority while standing. You cannot plink MK~MP or HK~HP because Focus Attack and Taunt take priority at all times. LP has priority over nothing, so it cannot be plinked by normal means (more on that later).

Double Plinking

This technique is a plink that utilizes three buttons instead of two. It helps make a plink successful if the timing of the first input was a little off. It does not give an extra frame, it simply increases the plink's chance of succeeding. This is because it acts like you plinked twice.

True Double Plinking

The difference between regular double plinking and "true" double plinking is true double plinking actually involves two different plinks in rapid succession. This further increases your chances of hitting the one-frame link. It acts somewhat like an option select, but depends on your timing rather than the opponent's response. An example of this would be adding a MP+LK plink to a HP+LP plink. If you somehow miss the timing on the first plink (HP+LP) the second plink (MP+LK) will come out. This can be useful if you're having trouble with certain links.

Blinking/Slinking

This bizarre plink involves the use of the Back (Xbox) or Select (Playstation) button, thus Blinking or Slinking. The Back/Select button is secretly the lowest priority input in the game, effectively having priority over nothing. Its usefulness is derived from its unique ability to double any input or any combination of inputs, giving an extra frame to each and can essentially plink the combination rather than the individual inputs. This includes light punch (which was previously impossible to plink), grab/throw, and ultras (3-punch/3-kick buttons). This is very useful for trying to do strictly timed throws, or even kara throws, ultras, and anything else. Unfortunately, this technique is not available in Trials mode, as Back/Select brings up a menu screen displaying the combo notation.

On arcade cabinets, the Start button serves the same purpose, although the location of the button can vary to the point where it becomes impractical. Blinking/Slinking is not possible for 3DS users, since the Select button acts as a second Start button. The slink will register and come out if done correctly, but at the cost of momentarily pausing the game. It is therefore not a reliable way to practice the technique, nor is it good to use in online matches.



Kara Canceling

In Street Fighter 4, some moves can be canceled very quickly into another move which gains additional properties it otherwise might not have had. The cancel has to be done 1 frame (and only 1 frame) after the first move is inputted, and this type of cancel is known as kara canceling. Typically, the added benefit is just increased distance, and the second move is typically a throw. The pairing of a kara-canceled move with a throw is thus known as a kara throw.



Kara Cancelling Distance Comparison

Every character in the game has a move which can be kara-canceled, but each individual move typically adds a different amount of distance. Some moves actually give no distance when kara-canceled, and a few moves actually give negative distance, meaning they move the character backward.

Below is a list of the added distance gained when kara-canceling each move, excluding karas with minimal effect (under 0.010 distance). "Lenient" karas, like the ones built into Sagat's f.LK and f.HK, are not included because they are not technically karas.

As an example, when Vega performs his Far HK kara throw, he adds 0.289 distance to his throw range (1.07), for a total of 0.289 + 1.07 = 1.36. As a reference, the stage is 15.0 units wide, and the characters start 3.0 units apart at the beginning of the round. All numbers are truncated values (rounded down).

Note that the proximity range of normals affects how and when they can be used. For example, Evil Ryu's Far HP has a good kara range at 0.2204, but his Close HP doesn't move him forward at all. Additionally, many close normals actually have shorter proximity distance than the character's throw range, which makes them pointless for kara throwing.

Moves with a blue background are special-only karas; they can be used to kara EX specials of a higher priority, supers and ultras. Moves with a red background are negative karas that move backwards a noticeable distance.


Ultra Street Fighter 4 Kara Cancel Data
Character Kara Canceled Move Distance Added
Abel close LK 0.165
Abel far LK 0.091
Abel crouching HK 0.174
Adon close MK 0.306
Adon far HK 0.098
Akuma close HP 0.126
Akuma far HP 0.178
Akuma close HK 0.294
Akuma far HK 0.041
Balrog Any Dash Punch (L/M/H) 0.110
Balrog Any Dash Punch (EX) 0.120
Blanka far LP 0.218
Blanka Forward Hop 0.221
Cammy far MK 0.065
Cammy crouching MK 0.031
Chun-Li forward+MK 0.060
Chun-Li Hazanshu (H) 0.070
Chun-Li Lightning Kicks (EX) 0.200
Cody close HK 0.102
Cody far HK 0.135
C. Viper Burning Kick (H) 0.060
C. Viper Burning Kick (EX) 0.070
Dan Dankukyaku (L/M/H) 0.021
Decapre close LP 0.094
Decapre far LP 0.012
Decapre close LK 0.012
Decapre close MP 0.031
Decapre far MP 0.043
Decapre far MK 0.064
Decapre close HP -0.057
Decapre far HP 0.025
Decapre crouching MK 0.031
Decapre down forward+MK -0.046
Dee Jay far MP 0.018
Dee Jay close MK 0.138
Dee Jay crouching MP 0.021
Dhalsim crouching HK (slide) 0.013
Dudley standing HP 0.070
Dudley Machinegun Blow (H) 0.442
Dudley Machinegun Blow (EX) 0.542
E. Honda Hundred Hand Slap (H) 0.120
Elena standing LK 0.098
Elena crouching HP 0.059
Elena crouching HK 0.096
Elena forward+MP 0.038
Elena forward+MK 0.116
Elena down forward+HK 0.010
El Fuerte far MK 0.011
El Fuerte close HK 0.016
El Fuerte far HK -0.025
Evil Ryu far HP 0.220
Evil Ryu close HK 0.185
Evil Ryu far HK 0.076
Evil Ryu crouching MK 0.350
Evil Ryu forward+MK 0.132
Evil Ryu Axe Kick (L) 0.392
Fei Long far HK 0.102
Fei Long forward+MK 0.018
Fei Long Rekkaken (H) 0.167
Gen (Mantis) close / far MK 0.259
Gen (Crane) close / far MP 0.050
Gen (Crane) crouching MP 0.063
Gouken close MK 0.153
Gouken far MK 0.052
Gouken far HK 0.191
Guile far MP 0.186
Guile close MK 0.255
Guile crouching HK 0.125
Guile Flash Kick (ALL) 0.237
Guy close MP 0.031
Guy far MP 0.135
Guy close HK 0.257
Guy downforward+HK 0.073
Guy Hozanto (EX) 0.146
Hakan forward+HP 0.024
Hakan (not oiled) Oil Rocket (ALL) 0.120
Hakan (oiled) Oil Rocket (ALL) 0.100
Hugo standing MP 0.046
Hugo standing MK 0.017
Hugo standing HP 0.017
Ibuki standing MK (neutral) 0.175
Ibuki crouching MP 0.219
Ibuki Kasumi Gake (ALL) 0.250
Juri close MP 0.175
Juri far MP 0.266
Ken forward+MK 0.413
Ken forward+HK 0.325
Makoto forward+LK 0.336
Makoto forward+LK xx Karakusa
(6f window, later = farther)
0.41~0.52
M. Bison close MK 0.025
Oni standing HK 0.242
Oni back+MP 0.205
Poison close LP 0.053
Poison far MP -0.136
Poison forward+MP -0.030
Poison crouching MK 0.020
Rolento close LK 0.105
Rolento far LK 0.257
Rolento close/far MP 0.042
Rolento close MK 0.217
Rolento far MK 0.111
Rose crouching HP 0.020
Rufus close HK 0.050
Rufus far HK -0.043
Rufus Galactic Tornado (L) 0.050
Rufus Galactic Tornado (EX) 0.071
Ryu close HK 0.185
Ryu far HK 0.104
Sagat close MK 0.120
Sagat forward+LK 0.039
Sakura close / far LK 0.054
Sakura close HP 0.195
Sakura far HP -0.015
Sakura crouching HP 0.106
Sakura forward+MK 0.019
Sakura Shouoken (EX) 0.100
Seth far LK 0.088
Vega close / far HK 0.289
Yang close / far HK 0.104
Yang Mantis Slash (H) 0.189
Yun close / far LK (Genei Jin) 0.350
Yun close MP (non-Genei Jin) 0.178
Yun far MP 0.122
Yun close MK (non-Genei Jin) 0.044
Yun far MK 0.178
Yun crouching MK 0.170
Yun crouching MK (Genei Jin) 0.153
Yun forward+MK 0.168
Yun Lunge Punch (L, Normal/Genei Jin) 0.366
Yun Shoulder (L) 0.217
Yun Shoulder (L) (Genei Jin) 0.340
Yun Shoulder (M) 0.169
Yun Shoulder (M) (Genei Jin) 0.370
Yun Shoulder (EX) 0.247
Zangief far HK 0.221
Zangief Banishing Flat (L) 0.130


Game Navigation

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Movement
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Abel
Adon
Akuma
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C. Viper
Cammy
Chun-Li
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Dan
Decapre
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Dudley
E. Honda
El Fuerte
Elena
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Fei Long
Gen
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Guile
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Ken
M. Bison
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Oni
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Rose
Rufus
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Seth
T. Hawk
Vega
Yang
Yun
Zangief