Fighting game terms at this point could literally be called anything and I’d buy it. Can’t wait to see Daigo do the Yoinky Doinky Dideridoo at EVO this year!
Its one thing that makes Sajam stand out for me is treating his audience with respect by calling out people who deserve it. Honestly if their were more people like him with his mentality the world would be a better place.
You know yeah it's funny once you get used to them they're not that hard but if you can't get the timing for one or you struggle with it it's feels like you're going to struggle with it forever at least that was my experience.
Kudos to Sajam for calling out the idiot in chat. Getting into the fighting game scene is really hard from scratch. The assumed knowledge and skill level is really high - try the SF4 challenges without knowing what a link is, or that cancels even exist.
Anime fighting game combos are not that hard, it's the ones that have delayed inputs that get me (like Dizzy's Xrd combos and almost all of Slayer's combos). I just can not get the timing down no matter how hard I try.
@@cooperlittlehales6268 UNI combos be like: super easy execution for 90% of the combo then tell you to do a landing dash attack conversion followed up by a delayed extension and make you rethink your choices in life when you realize this is the bnb
as someone that's just gotten into fighting games, whenever I see someone saying a weird word I just assume it's a commonly known term and not some weird onomatopoeia being used for fun to describe something. Someone could have legit said "hit the yoinky sploinky" and I would've taken it as an actual move/combo if I didn't know the meme.
I know I'm biased here since I only got into fighting games fairly recently and so have no experience playing sf4 in its heyday, but I feel that this game's learning curve seems pretty dang steep for a game that ended up bringing so many new people into the fgc, even if we're not talking about the really high level combos like these
I wasn't there at the beginning of 4's heyday either, but back in the day, high execution requirements for high level play were kind of a given, whether it was marvel 2, CvS2, Third Strike, whatever. 4 was in some ways a return to the roots of street fighter 2 with the roster after the weirdness and, to many long time fans, off-putting-ness that the street fighter 3 series had by not really feeling much like a street fighter game. Basically casual fans liked it because it was a familiar feeling game to what they'd played as a kid, like 2, with all the old characters, and more competitive players had all kinds of tech and systems to dive deep into and cut their teeth on and really express themselves with. (Not to say that was a universal sentiment, there were plenty of 3S die-hards that shit on 4 for being too easy and to whom no fighting game will ever surpass 3S's perfection) There were plenty of other factors, too, like consoles having fully caught up to arcade cabinet capabilities meaning home ports were virtually identical to the arcade, online play was much more readily available and easy to access, even if it was laggy as hell more often than not.
Special inputs are more lenient, though, and at home you have the all-punches and all-kicks button bindings making moves that use that type of input like Ultras and Zangief lariats less rough on pads even with the notoriously narrow simultaneous button push leeway of Capcom fighters, that being why SNES ports of SF games turned most three-button moves into two-button moves. Plus there's the whole cultural familiarity with the style of the game and special move motions that fed nostalgia and accessibility. And the in-game combo challenges aren't intended to be beginner-friendly, so how they figure into casual appeal is them being amazed at someone pulling them off at all, leaving whether they want to find out how it's done or not up to them. Those challenges are certainly harder than the ones in the SFEX games; I suspect those games have a tiny buffer for linking.
@@wata1991 Though it didn't have to go as far as it did. Universal two-frame links would've been fine, and chip KOs should've still been doable with regular specials or at least EX ones. Though I'm honestly more upset at Capcom selling out to Sony for the game's sake, but perhaps that affected Capcom's attitude at least a bit in designing the game to be primarily an e-sport as well as the monetization and maybe even the lackluster online since they were trying to homogenize the overall experience (and Japan hates cutting animation, gameplay be damned). In any case, it's a damned shame because the characters and their moves were clearly made with love. Except for Banana Hair Ken and Lion Mane Akuma AKA the ways to make people fork over more dough for the -old- REAL-because-in-the-canonically-later-SFIII-they-don't-look-anything-like-their-new-looks designs.
It's always funny to me when SF/KoF fans are scared of combos in anime fighters because sure SF and KoF combos are shorter but the timing feels so much more strict, mad respect for people that can pull this kind of combos during a fight
Can share my experience as someone who went from MK to Guilty Gear (Xrd), then Tekken and SFV. I found playing SF the "hardest" and it was a mix of not keeping track of the attack buttons and links being hard outside my go to combo. I found GG in comparison to be the smoothest, allthough I still did lose a lot untill I started improving with time.
The thing is people are generally scared both ways around cause they're different kinds of execution. SF4 links are extremely tight in timing, but don't have a particularly fast ammount of inputs in a row, aren't usually that motion heavy, and are (relatively) short, while anime combos tend to be longer, faster with more motions, but way more lenient on specific timings. If you were to compare some of the harder execution games in both styles (let's say... USF4 and Xrd, mostly cause they're ones that are hard and I'm fairly familiar with) both are equally difficult, and both are intimidating to the player who doesn't really play games with both styles.
@@AgentBacalhau What can make comboes in anime game hard for people that are not used to is the fact that you have to confirm stuff of stray hits a lot of time and even when you get subobtimal launch/hit you need to be able to adjust on the fly by delaying certain parts of combo(or switch midway into different route) otherwise you might not get good oki or something. That is why they need to have lenient timings since how else are you going to allow so much variation.
@@MarkoLomovic I haven't played too much Tekken, but from my perspective this is pretty much what doing combos in Tekken is like. When you start a combo in Tekken you've got to instantly adjust your route to take into account tons of different variables, like if you are close to a wall, whether or not the wall is breakable, whether you're likely get a side wall splat, whether your combo started with the opponent airborne or not, if your combo started with a low parry, etc.
I think it’s funny I had just brought up plinks to my friend last night but now he’s gonna think I’m just calling these techniques whatever tf I want if I come up to him now and say “oh yeah, let’s expand that last thing with ‘slinks’ now.” Shit, now that I’m thinking about it, maybe I SHOULD see if I can get away with some “drink the rinky dink pink slink,” but that almost veers into yo-yo trick name territory.
I applaud someone stopping to ask what a plink is, I applaud someone stopping to talk about and demonstrate plinking. Or any "common" fighting game term. I still have trouble understanding Oki set-ups or how to open someone up with a mix ala Millia(GGST) vs. another mix character in another game.
I felt the part about game specific timings and familiarity, I could pick up most characters in sf4 due to having played it a bunch and land combos no prob. One thing I hate about MK and Injustice is how jump-ins feel compared to a fat hit stun heavy kick in SF. Even though that shit is basic as hell I struggled comboing after because you basically have to input the first move in your chain/next normal before your kick even connects
The fact that you need to do so much set-up on a fight stick to make select plinking viable is a perfect example of why 1-frame links need to stay gone IMO
Select plinking isn't NECESSARY to play the game or even to do the really difficult combos. Top players just do it because why wouldn't you take every advantage you can get?
I used to agree but now i just see it as a needed feature for adding extra depth Having to think about alot of mobility options definitely adds a level of depth and strategy to fighting games. With Street Fighter lacking these options, thats a whole layer of depth potential is missing Where the game flushes itself out are in these very intricate execution heavy links and frame data situations. Thats what gives Street Fighter its "flavor"
@@Audriolen And even then, not all of them did. Chris G was well known for never having trained himself to do it despite his main character's bnbs having tons of one frames.
I remember Balrog had a similar mid-combo meaty situation where he could link after Dash Straight against Blanka. For the E.Ryu combo on Rufus it's specifically the cr.LP hitting on the 2nd frame after MK axe kick that allows it to work, but I never knew that the normal route dropped lol
I had a friend cut my hitbox faceplate custom for me, and I included a button slot for a button above the Right input, so I have an extra button on my layout specifically for slinking. It only ever paid off in SF4, but hey I was a Hakan player for a little while and he fuckin NEEDED it before Ultra gave him hit confirms without linking into jab.
The getting used to timing in different games is super relevant here. I doubt Brian F. would have a hard time with any execution heavy stuff in a Street Fighter game. Meanwhile, he almost gave himself a blister doing the Terry trials in KoFXIII. Pretty much the entire difficulty came from the fact that he wasn't used to the timing required to do advanced stuff in KoF. Similarly, if you've played Tekken for 10 years but have never played Bryan Fury, you are for sure going to have an easier time doing Taunt Jet Upper than someone who is more familiar with Street Fighter.
I first picked up +R when it released on Japanese PS3. I learned how to do I-No HCL FRC bnb/combos from learning dash magnetic blast in UMvC3. That's how I-No became my main. Oh yeah and if you learn how to do I-No bnbs make sure you practice on the entire cast... BECAUSE THE TIMING FOR HCL FRC DASH IS DIFFERENT ON EACH CHARACTER!
an octave on a piano is doable for the vast majority of people with a bit of practice. If the measurement is about the same for the button setup on my stick, it's more like a reaching a 9th.
IIRC SF4 Sagat had some really tough 1 frame links, but it's been a while since I played and I was never really good at the game. It's possible my impression of Sagat was wrong, but I recall him being kinda busted. Which was great for me, a Sagat player 😁
Slinking's a side effect of leaving over Start/Select as a valid input in CPS2 fighters since it was the taunt button in them. Biggest clue that it and plinking in general are an intended feature or at least an intentionally repurposed bug. If only the tutorials cared to let you know.
Pretty sure the "select" on the arcade cab is actually the start button but it functions as select in that context on that version for whatever reason.
@@FluxSonic you aren’t making any effort to learn so don’t white knight yourself here. No one is making you do the optimal combo. They are meant to be difficult. And no one makes anyone use plinking. There were pros who did 1f bnbs without plinking. To reiterate: stay bad if you want. Your comment has no value to you or the community. It in fact just makes a bunch of loaded assumptions such as plinking is a workaround or that optimal combos shouldn’t be difficult.
I know I'm biased here since I only got into fighting games fairly recently and so have no experience playing sf4 in its heyday, but I feel that this game's learning curve seems pretty dang steep for a game that ended up bringing so many new people into the fgc, even if we're not talking about the really high level combos like these
Fighting game terms at this point could literally be called anything and I’d buy it. Can’t wait to see Daigo do the Yoinky Doinky Dideridoo at EVO this year!
Daigo hitting the Yoinky Sploinky in bracket
Game Maker's Toolkit made a joke about how varied FGC terms are.
Yoinky Doinky sounds like it'd be smash terminology.
with skeebeedeewhoop at the end.
@@GodRookie Daigo! Hit that yOinKy, sPLoinKy,, please!!
Man said "ever" 😔
Don't worry brah, just try it
Sajam telling someone in chat that he is an idiot never gets old
This is so true. I, myself, am an idiot and I will never stop supporting Sajam.
It also may be more true in this case than ever. That outro was 100% facts.
Its one thing that makes Sajam stand out for me is treating his audience with respect by calling out people who deserve it. Honestly if their were more people like him with his mentality the world would be a better place.
Damn, he’s smart
Sajam calling out people in chat is always 10/10
when they got that 3f jinkies into the zoinks
scooby doo's frame trap spookstravaganza
Whenever someone talks about links and execution in SF4 I thank the lord for gatlings
Links are cool until they're not. Then they're hell
You know yeah it's funny once you get used to them they're not that hard but if you can't get the timing for one or you struggle with it it's feels like you're going to struggle with it forever at least that was my experience.
Links are fine as long as there's a buffer
Congratulations to Sajam for accomplishing evil ryu daigo combo in 1 hour 42 minutes
Ikr this sajam dude always nails it
Kudos to Sajam for calling out the idiot in chat. Getting into the fighting game scene is really hard from scratch. The assumed knowledge and skill level is really high - try the SF4 challenges without knowing what a link is, or that cancels even exist.
My friend: do 5 electrics
Me: okay *does it*
My friend: do this (insert anime game) combo trial
Me: *weeps*
Anime fighting game combos are not that hard, it's the ones that have delayed inputs that get me (like Dizzy's Xrd combos and almost all of Slayer's combos). I just can not get the timing down no matter how hard I try.
@@cooperlittlehales6268 UNI combos be like: super easy execution for 90% of the combo then tell you to do a landing dash attack conversion followed up by a delayed extension and make you rethink your choices in life when you realize this is the bnb
@@JustFollowingOrdersYT I have never read a truer statement in my entire life.
as someone that's just gotten into fighting games, whenever I see someone saying a weird word I just assume it's a commonly known term and not some weird onomatopoeia being used for fun to describe something.
Someone could have legit said "hit the yoinky sploinky" and I would've taken it as an actual move/combo if I didn't know the meme.
I know I'm biased here since I only got into fighting games fairly recently and so have no experience playing sf4 in its heyday, but I feel that this game's learning curve seems pretty dang steep for a game that ended up bringing so many new people into the fgc, even if we're not talking about the really high level combos like these
Pretty much why capcom made SF V much simpler mechanically
SFIV unironically has the most difficult combo system in any mainline SF game.
I wasn't there at the beginning of 4's heyday either, but back in the day, high execution requirements for high level play were kind of a given, whether it was marvel 2, CvS2, Third Strike, whatever. 4 was in some ways a return to the roots of street fighter 2 with the roster after the weirdness and, to many long time fans, off-putting-ness that the street fighter 3 series had by not really feeling much like a street fighter game. Basically casual fans liked it because it was a familiar feeling game to what they'd played as a kid, like 2, with all the old characters, and more competitive players had all kinds of tech and systems to dive deep into and cut their teeth on and really express themselves with. (Not to say that was a universal sentiment, there were plenty of 3S die-hards that shit on 4 for being too easy and to whom no fighting game will ever surpass 3S's perfection) There were plenty of other factors, too, like consoles having fully caught up to arcade cabinet capabilities meaning home ports were virtually identical to the arcade, online play was much more readily available and easy to access, even if it was laggy as hell more often than not.
Special inputs are more lenient, though, and at home you have the all-punches and all-kicks button bindings making moves that use that type of input like Ultras and Zangief lariats less rough on pads even with the notoriously narrow simultaneous button push leeway of Capcom fighters, that being why SNES ports of SF games turned most three-button moves into two-button moves. Plus there's the whole cultural familiarity with the style of the game and special move motions that fed nostalgia and accessibility. And the in-game combo challenges aren't intended to be beginner-friendly, so how they figure into casual appeal is them being amazed at someone pulling them off at all, leaving whether they want to find out how it's done or not up to them. Those challenges are certainly harder than the ones in the SFEX games; I suspect those games have a tiny buffer for linking.
@@wata1991 Though it didn't have to go as far as it did. Universal two-frame links would've been fine, and chip KOs should've still been doable with regular specials or at least EX ones. Though I'm honestly more upset at Capcom selling out to Sony for the game's sake, but perhaps that affected Capcom's attitude at least a bit in designing the game to be primarily an e-sport as well as the monetization and maybe even the lackluster online since they were trying to homogenize the overall experience (and Japan hates cutting animation, gameplay be damned). In any case, it's a damned shame because the characters and their moves were clearly made with love. Except for Banana Hair Ken and Lion Mane Akuma AKA the ways to make people fork over more dough for the -old- REAL-because-in-the-canonically-later-SFIII-they-don't-look-anything-like-their-new-looks designs.
It's always funny to me when SF/KoF fans are scared of combos in anime fighters because sure SF and KoF combos are shorter but the timing feels so much more strict, mad respect for people that can pull this kind of combos during a fight
Can share my experience as someone who went from MK to Guilty Gear (Xrd), then Tekken and SFV. I found playing SF the "hardest" and it was a mix of not keeping track of the attack buttons and links being hard outside my go to combo. I found GG in comparison to be the smoothest, allthough I still did lose a lot untill I started improving with time.
The thing is people are generally scared both ways around cause they're different kinds of execution. SF4 links are extremely tight in timing, but don't have a particularly fast ammount of inputs in a row, aren't usually that motion heavy, and are (relatively) short, while anime combos tend to be longer, faster with more motions, but way more lenient on specific timings. If you were to compare some of the harder execution games in both styles (let's say... USF4 and Xrd, mostly cause they're ones that are hard and I'm fairly familiar with) both are equally difficult, and both are intimidating to the player who doesn't really play games with both styles.
I absolutely loathe sf links and I play anime fighters like crazy haha.
@@AgentBacalhau What can make comboes in anime game hard for people that are not used to is the fact that you have to confirm stuff of stray hits a lot of time and even when you get subobtimal launch/hit you need to be able to adjust on the fly by delaying certain parts of combo(or switch midway into different route) otherwise you might not get good oki or something. That is why they need to have lenient timings since how else are you going to allow so much variation.
@@MarkoLomovic I haven't played too much Tekken, but from my perspective this is pretty much what doing combos in Tekken is like. When you start a combo in Tekken you've got to instantly adjust your route to take into account tons of different variables, like if you are close to a wall, whether or not the wall is breakable, whether you're likely get a side wall splat, whether your combo started with the opponent airborne or not, if your combo started with a low parry, etc.
Sajam spittin’
since select plinking is plink not a link, technically it should be a Splink
I'll see myself out
we're nearly able to make "sploink" a real term
Ryu, hit that yinky splinky
I think it’s funny I had just brought up plinks to my friend last night but now he’s gonna think I’m just calling these techniques whatever tf I want if I come up to him now and say “oh yeah, let’s expand that last thing with ‘slinks’ now.” Shit, now that I’m thinking about it, maybe I SHOULD see if I can get away with some “drink the rinky dink pink slink,” but that almost veers into yo-yo trick name territory.
I applaud someone stopping to ask what a plink is, I applaud someone stopping to talk about and demonstrate plinking.
Or any "common" fighting game term. I still have trouble understanding Oki set-ups or how to open someone up with a mix ala Millia(GGST) vs. another mix character in another game.
fax
nice roast at the end sajam
Omega Mode had an input buffer just like SFV so doing that combo is tremendously easier on that
The Ultra ender does do less damage though, because (for the most part) Omega has lower damage Ultras overall.
I felt the part about game specific timings and familiarity, I could pick up most characters in sf4 due to having played it a bunch and land combos no prob. One thing I hate about MK and Injustice is how jump-ins feel compared to a fat hit stun heavy kick in SF. Even though that shit is basic as hell I struggled comboing after because you basically have to input the first move in your chain/next normal before your kick even connects
All that Tom and Jerry talk has awakened something in the thumbnail game. I remember that piano episode from when I was like 5.
sajam 10-0 chat goblins is my fav matchup
That's a nice history about mechanics in SFIV, that arcade select reach us something else.
Slinks... thats a new one for me.
The fact that you need to do so much set-up on a fight stick to make select plinking viable is a perfect example of why 1-frame links need to stay gone IMO
No❤️ keep one frame links but just remove select plinking
Select plinking isn't NECESSARY to play the game or even to do the really difficult combos. Top players just do it because why wouldn't you take every advantage you can get?
I used to agree but now i just see it as a needed feature for adding extra depth
Having to think about alot of mobility options definitely adds a level of depth and strategy to fighting games. With Street Fighter lacking these options, thats a whole layer of depth potential is missing
Where the game flushes itself out are in these very intricate execution heavy links and frame data situations. Thats what gives Street Fighter its "flavor"
What a dumb comment
@@Audriolen And even then, not all of them did. Chris G was well known for never having trained himself to do it despite his main character's bnbs having tons of one frames.
Right thank you super jam
Sleep Fighter IV
I'm also a big fan of Japanese players calling SFV "Obligation/Duty V"
after +R I feel like I've had enough of 1-2 frame windows for a lifetime
I remember Balrog had a similar mid-combo meaty situation where he could link after Dash Straight against Blanka. For the E.Ryu combo on Rufus it's specifically the cr.LP hitting on the 2nd frame after MK axe kick that allows it to work, but I never knew that the normal route dropped lol
Don't let the commentary fool you. Sajam has hands.
Haven't watched the video yet, but I'm pretty sure you just made those words up.
Sajam chose violence.
I saw this video in my feed and started wondering if I had time traveled.
I had a friend cut my hitbox faceplate custom for me, and I included a button slot for a button above the Right input, so I have an extra button on my layout specifically for slinking.
It only ever paid off in SF4, but hey I was a Hakan player for a little while and he fuckin NEEDED it before Ultra gave him hit confirms without linking into jab.
Oh look, it's LTG's favorite phrase in video form, in spite of him hating these at one point before SFV came out. 🤣
links, plinks, and slinks (oh my!)
S-tier thumbnail
this vid coming out right after i buy usf4 is funny
The getting used to timing in different games is super relevant here. I doubt Brian F. would have a hard time with any execution heavy stuff in a Street Fighter game. Meanwhile, he almost gave himself a blister doing the Terry trials in KoFXIII. Pretty much the entire difficulty came from the fact that he wasn't used to the timing required to do advanced stuff in KoF. Similarly, if you've played Tekken for 10 years but have never played Bryan Fury, you are for sure going to have an easier time doing Taunt Jet Upper than someone who is more familiar with Street Fighter.
I first picked up +R when it released on Japanese PS3. I learned how to do I-No HCL FRC bnb/combos from learning dash magnetic blast in UMvC3. That's how I-No became my main.
Oh yeah and if you learn how to do I-No bnbs make sure you practice on the entire cast...
BECAUSE THE TIMING FOR HCL FRC DASH IS DIFFERENT ON EACH CHARACTER!
Just......why, +r, why can't we have nice things?
I had no idea we called it slink. I looked at the title like HUH?!
Links, Plinks, and Slinks? Is that like the Bleeps, the Sweeps, and the Creeps from Spaceballs?
an octave on a piano is doable for the vast majority of people with a bit of practice.
If the measurement is about the same for the button setup on my stick, it's more like a reaching a 9th.
IIRC SF4 Sagat had some really tough 1 frame links, but it's been a while since I played and I was never really good at the game. It's possible my impression of Sagat was wrong, but I recall him being kinda busted. Which was great for me, a Sagat player 😁
Slinking's a side effect of leaving over Start/Select as a valid input in CPS2 fighters since it was the taunt button in them. Biggest clue that it and plinking in general are an intended feature or at least an intentionally repurposed bug. If only the tutorials cared to let you know.
wish me luck sajam, this bathroom visit is gonna be rough
the last real street fighter game
Shazaaaam
The Thumbnail😁😁😁😁
I thought the p in plink was for power link because the higher power button has priority, but I guess the p meaning priority makes sense too...-
As a pad user I was always jealous of slinkers. Especially as a heavy e ryu user
Haha channeling your inner aris on that last guy huh
This seems like a fun challenge... Especially since I can just quit if it's not lol, doing something like that one stream is a real ego risk! Hah
Your select plink is the same button setup I use to plink dash cancel rekka lol
Do the last startup frame and first active frame *always* overlap?
slinking with my big toe
I didn't know select plinking was called slinking but I guess it follows.
Unless you were on Xbox, then it was blinking because it's the back button. But people knew what you meant hahah
but what about the sploinks and the yoinks?
I use to Plink back in the day, but it fucked up my lungs.
Oh no one called them slinks did they? I thought it was just a regular plink that used select bc of priority
Everyone I know just called them select plinks
I think that was a taste of Brian_s (salt)
Pianotuber debut when?
Why did the arcade version have a select button? Isn’t it useless beyond this player-discovered tech?
To select the character
@@notimeforcreativenamesjust3034 Oh, I thought that was done with any of the 6 buttons lol
Pretty sure the "select" on the arcade cab is actually the start button but it functions as select in that context on that version for whatever reason.
Fuck, 09ers are boomers now
brianf? you mean sajam right?
I really did hate the tight links on bnb combos in SF4. Plinking as a workaround felt awful
Then just stay bad and use easier bnbs
@@stolensentience are you the same guy Sajam was responding to at the end of the video
@@stolensentience okay scoggins
@@FluxSonic you aren’t making any effort to learn so don’t white knight yourself here. No one is making you do the optimal combo. They are meant to be difficult. And no one makes anyone use plinking. There were pros who did 1f bnbs without plinking.
To reiterate: stay bad if you want. Your comment has no value to you or the community. It in fact just makes a bunch of loaded assumptions such as plinking is a workaround or that optimal combos shouldn’t be difficult.
@@WaxxyVanderquail ok anonymous internet troll
You think that's hard? Try hitting the yoinky sploinky skibbidy whoop into the twerk-on-em 0 frame link
Its crazy how you need to learn a whole new language to join the fgc
That's the case with any kind of specific hobby or sport though. Especially gaming.
1 view on that vid?!
I thought select plinks were cheater tech, never played sf4 but i guess not.
The last time I was this esrly fg combos were still hard
Having to use an exploit to make combos feasible is no bueno.
In the next video Can you please explain what a yoink and what a sploink is Mr.Sajam
I know I'm biased here since I only got into fighting games fairly recently and so have no experience playing sf4 in its heyday, but I feel that this game's learning curve seems pretty dang steep for a game that ended up bringing so many new people into the fgc, even if we're not talking about the really high level combos like these