I think I’ve got all the logic behind some of the advanced techniques used in 3rd Strike down, but if im missing something or have something wrong, it could help if I had it corrected.
I have read and searched this up here a lot and still think it could help. If someone could confirm/correct it for me it would be most apreciated.
Chaining: Canceling the animation of a normal into another normal or string of normals.
Cancel: Canceling the animation of a normal or special with a special or super.
Buffering: Hiding the comand in a normal or special to shorten time and lessen effort reqired to perform a combo.
Linking: A combo that can not be done by the use of Canceling or Buffering. Negative Edge can increase the success of Linking.
Negative Edge: A teqnique that increases the success of Linking. By quickly pressing the 3 punch buttons(creating 6) as your finnishing the comand your trying to link, it tightens your timing because it’s 6 repeated “button presses” instead of a perfectly timed one.
Charge Buffering: Hiding the Charge comand in a Normal, Special or Super.
Charge partitioning: Breaking up, continuing and shortening the Charge time required to perform the attack. By Charging for 0.8 seconds, canceling it with a dash or normal, holding again until 1.5 seconds and executing it.
Kara Throw: Some normals move your caracter forwards. Kara Throwing Cancels the animation of one such normal, into the throw comand. Increasing the range on your Throw.
Kara Cancel: Again, Kara Cancels Cancel the animation of one such normal, into a special or a super. Increasing the range on your attack.
Parry, tech throw etc. not included.