Abel Option Select Thread

regarding the latest in the lab abel OS vids:

for that last os, i tried using ryu and after abel dashed under the neutral jump, TT still comes out… maybe i need to do it faster?

edit: nvm i think i got it

You need to make sure you’re manually doing it, and having the CPU be Ryu and record him holding up. If you try to record Abel doing the OS, Falling Sky will never come out, because side switching doesn’t mean anything to the recording. It will still do perfect HCB inputs even though you switched sides. You just need to time your HCB so that you’re at down as you’re passing under the opponent. It sounds hard, but it’s pretty lenient once you get a general feel for the timing.

thanks, yeah i figured that was the case, i was recording abel earlier thats why it didnt work…

i havent tested with recording ryu but im sure it would work since its a similar/same as the fs input after cr.hp xx hk roll

quick question:

I can get the meaty c.lk dash tt os but I’m having some problem with the step kick dash tt os

What are the inputs for it? And if there are any other general timing things I should know feel free to add that on as well.

MagMan set-ups

[media=youtube]5lV42NsuW8g[/media]
[media=youtube]9MwuxYUD8lA[/media]

Tried this trick against a viper player online… ass never did wake up ex seismo…

sad panda!

tick TT with cr.lk buffer dash is hella sexy, landed a few times last night at the arcades

hi scrub Abel here, Im trying to put OS’s into my game but i dont understand the inputs. I tried to do some of the ones that Hunter did in his “In the Lab OS for Abel” vid but when i try them they never come out. like the c.lk(OS c.hk)c.lk OS for those who back dash on wake up, ive tried it a million times but he never sweeps when they back dash and sometime the c.lk’s dont even link. Is there a certain speed you have to input it at or something. I just need help!!!

^ It seems like you’re missing a key component of option select fundamentals: Knowledge of the game engine.

Try this experiment - go in to training mode, then:

  • Walk up to the dummy and press crouch + the 3K button. You will get a sweep. This is because the game recognises the priority of each button, with the hardest strength button being “more important”
  • When the dummy gets back up, walk up again and press crouch + lk, crouch + 3K. If you do it fast enough you’ll get two cr.lk’s… Why ? From the previous evidence, logic dictates that you would get a sweep… right ?
  • Walk backwards outside of cr.lk range and do the above test again… You’ll now get a different result (cr.lk, sweep), even if you timed the button presses identically.

When a chain-able normal (cr.lk) makes contact with an opponent (whether it’s on hit or block), every move you have that IS NOT chain-able effectively becomes disabled during that chain.

However, if your cr.lk DOESN’T make contact, then your chain never begins, so button priority takes place again, allowing the sweep to come out.

IMO, Almost everyone who asks why they can’t get an option select to work doesn’t really understand why the option select even exists in the game - it’s just “Option selects sound awesome! Once I learn some, I’ll be unstoppable!” and then inevitably, they misunderstand the inputs, or they see a video and can’t figure out the inputs for themselves.

Not a personal dig or anything, but I’d suggest learning more about the actual game before you delve into the world of option selects - but I hope this helps.

^ Thanks a lot this really does help. Lol its funny that you said that about learning OS’s and how if I learn some ill be really good cause that’s kinda what i was thinking. The SF4 series is my first fighting game and I really didn’t start coming to these boards and learning that the game is a lot more than wake up ultras and jump ins until i developed a lot of really bad habits, and its breaking those habits and having the patience to learn the game correctly that’s killing me. Unfortunately even when I did start coming on these boards about a year ago i didn’t really dive into the game like i should have and learned it the right way. I just focused on executing combos and mix-ups really (dumb on my part i know). I even go back and look at some of my old matches when i THOUGHT that i was good and think to myself, “WTF was i doing”, so you can say that Ive got some what of a up hill battle when your talking about going from a scrub to a fundamentally sound player. But again thanks this really explains a lot, and were do i go to find out more info on the game engine, frame date, etc and other theory behind the game that will allow me to progress.

At the top of this page, where it says “Wiki”.

Most people probably don’t even know it’s there, but the SF4 section is actually pretty good. Most system info you could need is in there.

ok thanks

New option select vs bison (dic)
falling sky/throw > jump over > meaty low strong, buffer forward dash, step kick

[media=youtube]lkEzoGnXkXs[/media]

Made a couple more option selects last night.
YouTube - Str8upbeaches’s Channel

Tried doing meaty safe jump, OS jump towards against Sakura but Abel is just too fat :frowning: Any ideas on who something like that would work on?

Agreed. Once you understand why an option select works, it’s much easier to execute.

So on that note… I haven’t even messed around with the dash TT option selects against backdashes in training at all, but after seeing the video I didn’t really understand it. Is it that you buffer the dash when the short would touch the opponent, so that if it whiffs the dash comes out, and if it doesn’t, the “freeze” from the contact prevents the dash?

Nevermind. Just figured it out in about 5 minutes.

Guess I’ll post this here too, so more people will see it.

So I was pretty sick this past week and spent a lot of time in the lab cooking up some option selects I’d like to share with you guys!
A big pet peeve of mine is when people make an option select and the pay off is very small. Like, if they don’t block you get short short. If they backdash you get a low forward?
With that in mind, I made some that try to deal a lot of damage to punish mashers and people who don’t block

Balrog: [media=youtube]BjOU1gHnvBM[/media]
—jump in forward~dash forward~stand fierce~low fierce
~This beats reversal headbutt hard and “ties” with backdash and EX rush punches. Super and Ultra go rushing full screen, not sure if you can punish. EX armor cancel headbutt goes the wrong way too, but armor cancel ultra works for some reason. You can replace the low fierce with Tornado Throw if they are backdashing a lot. This isn’t a perfect meaty attack so they can non reversal headbutt and hit you. Just mix it up with a true meaty if they can on!

Balrog: [media=youtube]fLvFN-iGgNo[/media]
—Back throw, walk forward a tiny bit, jump over, overhead roundhouse
~This is a cool meaty setup that takes away Balrog’s back charge and punishes non-EX headbutts hard. It’s possible to somehow auto-correct super and ultra, but I only managed to do it by mashing back and forth and 3P. Any setup with Abel that requires a backthrow will use the same timing on a forward throw if you just whiff low short first.

Bison: [media=youtube]lkEzoGnXkXs[/media]
—skyfall, jump over, meaty low strong~dash~step kick
~This one I’m really proud of because fucking Bison is my achille’s heel. He has so many wake up options I thought I could never cover them all. Backdash and EX Devil’s Reverse allow him to escape, and he can reversal or counterhit you between strong and stepkick.
I’ll have to check if there is a way to set this up off any other knockdowns. Fuck Shadowloo!

Cody: [media=youtube]RIyR-TN0jok[/media]
—back throw, walk back, meaty jump forward~EX TT~stand fierce
~Cody is pretty free on wakeup anyway but I wanted a consistent way to cover all of his options. I really love how this even snatches him out of backdash. This will lose to EX Zonk Knuckle, unthrowable? Or because how far he leans back?
I totally forgot to check Bad Spray, but I think you can’t do that off an untechable knockdown.

Makoto: [media=youtube]Vsiq6vBx2k8[/media]
—step kick, low jab~short (for cr. tech), hold back close strong
~With Makoto’s scary new shit in AE, I think we can use some help. This will lose to EX Karakusa and crouch teching.

Makoto: [media=youtube]8jWeXmCWoLA[/media]
—back throw, dash up neutral jump roundhouse~EX TT~fierce
~Makoto is short, so this won’t hit as a meaty if she crouches and she can punish you super hard. She can backdash out also. Other than that, it covers a lot of her options.
Again, any setup off of a backthrow works the same off of a front throw if you just whiff low short first.

Makoto: [media=youtube]eSqXfV9YDTI[/media]
—Skyfall, dashback, crossup forward~dash~fierce~fierce TT
~This one is actually really hard to do. To not cancel the fierce into Tornado Throw takes some getting used to. It also means it’s hard to follow up the fierce if it isn’t blocked, you have to confirm off of the jump forward.
She can jump out after EX Oroshi, backdash and forward dash, but the strange auto-correct makes it look very strange and it’s hard to react to. Might be able to replace the Tornado Throw with a low fierce, but I’m afraid it would be too slow.

Seth: [media=youtube]LLw5-x7OFis[/media]
—Skyfall, backdash, jump fierce~dash~stepkick
~This one isn’t a true meaty either, but it’s the only way I found to beat EX sPD.
That means non reversal SRK or simply crouching will both beat this.
Sometimes teleports will auto-correct and you’ll end up on opposite sides of the screen, who knows why.
Between jump fierce and stepkick is a true block string so it can’t be mashed out of either. This also punishes focus-backdash for a full combo also.

Viper: [media=youtube]f7-MSZVY4Is[/media]
—Skyfall, jump roundhouse~downback~lowfierce~stepkick
~This is similar to most character’s anti Viper option selects, meaty, downback, button with active frames. This one has the added advantage of even going under EX Burn Kick.
She can do EX Seismo cancel and block or do another EX Seismo or whatever. But whenever I tried EX Seismo cancel into throw I got hit.
She can mash reversal between jump roundhouse and stepkick, but it combos on hit. No fucking blockstun in this game.

Viper: [media=youtube]XSDEZhFK-JQ[/media]
—Backthrow, walk back, jump towards forward~downback~low fierce~low jab, close strong
~Same setup but off of a backthrow. This one doesn’t evade EX Seismo Cancel or EX Burn kick though.
Again, any setup off of a backthrow works the same off of a front throw if you whiff low short first.

General: [media=youtube]knQooDvvRGw[/media]
—step kick, low jab ~stepkick~ close strong
~This is just an all purpose OS to use against people who backdash a ton off of stepkick. It only works on characters with short grounded dashes I think, I haven’t tested on everyone.
Low jab to close strong is not a block string, so it loses to mashing unfortunately.

I’ll try to make my way through the entire cast, but some people have me stumped on how to something character specific on them. IE Blanka, Rufus.

good shit man. ill try em out in training mode later.

Not that anyone is having trouble dealing with Cody on wake-up…

[media=youtube]21Cnt9DPN1I[/media]
[media=youtube]O5RFsoOH43s[/media]

Dirty. I love it

With the U1 option select, I’m assuming you need to input the first QCF from the direction you’re jumping from, and the second input needs to be a HCF in order for the EX TT option to work ? i.e. QCF, HCF, 3P ?