I don’t think people understand what an FSD is after all these years…
limit breaks = fsd = release limiter. japan has a weird way(s) of saying that. hopefully after this post you people will know what you’re looking at.
Dhalsim stuff:
I think the first one that was shown in videos was the Dhalsim one which people still get wrong to this day. It has nothing to do with getting two of his (f)sj.hks to hit, it just has to do with setting FS or continuing FS with 1 (one) (f)sj.hk.
So for example, Dhalsim vs. Colossus in the corner: Dash in ©s.lp, ©cr.mp, link a (f)s.lp, (f)s.mp, (f)s.hk SJC (super jump cancel) xx dash forward, (f)sj.lk, (f)sj.mk, (f)sj.hk <-- 1 (one) walk forward, ©cr.lk, ©s.mp /\ Whatever.
*Note: The two SJ hits allowed the (f)sj.hk to set FS and allow Dhalsim to break it. [COLOR=White]
You can do 3 (f)sj.hks in the air with Dhalsim vs colossus and others but it doesn’t change any fs properties or dizzy properties.
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Anyway, I don’t consider using assist as breaking FS, I guess it is technically, it’s just a personal thing I guess.
As for legit ways to break it with a character by themselves, there are a few setups that count (you really have to know the game to get these):
Easiest one is setting FS with a character’s move that knocks them down and allows you to otg them normally on its own. Example: Shuma-Gorath’s: sj.d.hp, Dhalsim’s (f)sj.hk, Spider-Man’s Maximum Spider, Psylocke’s Maelstrom. Magneto’s Magnetic Shockwave.
The other one that’s pretty straight forward is moves that trip the person in the air after FS was set. Example: Psylocke’s cr.hk vs roll/servbot, cable’s cr.hk vs capcom, megaman-sized dummies, roll, servbot, Magneto’s cr.hk vs roll/servbot.
Here are the less seen ones that no one understands: Moves that cause FS but have it broken by the character’s own projectiles. The way that works is that the character sets FS then has it broken by putting out a projectile that knocks a person down as well. examples:
Magneto vs Chun-Li (mid-screen): Launch --> Shockwave --> Auto Dash in, tigerknee tempest, --> screen shifts again ('cause of shockwave), chun-li gets up, she superjump cancels, magneto comes back in and superjumps and does sj.lk and sj.hk --> tempest rock hits them, magneto dashes back into the screen and does cr.lk --> whatever. So the way that works is that Magneto sets FS by doing SJ lk, hk, then the tempest he did hits them before they land allowing him to break FS.
That concept has been used for a while by joo but it’s kinda hard to think of situations for characters because you have to know a lot about the game (sorry srk) and most of them require the dummy to do something complicated as well. Another example is with Doom vs Colossus as seen in Satsujin 2: I remade it. Leech Here
So the pre-setup (yeah) to that is having Doom: launch, /\ lp mp mk airsuper --> DHC, have the character dhc back into doom w/o hitting the other guy.
*Note: this allows doom to set fs with one hit of his fierce instead of 2+.
[COLOR=White]Okay so the clip: Doom’s super normally sets fs and allows doom to break it by otging the person, in this situation we’re not gonna break it using the easy way. So colossus counters into A2 colossus who was snapped, flies away to the corner allowing doom to recover from his super. Colossus jumps/supejumps (doesn’t matter) out of his counter animation, doom super jumps (has to be superjump) and does sj.hp, 'cause the pre-setup, doom only needs 1 hit of his fierce in order to set FS. So after setting FS, the super hits them and allows doom to otg into whatever.
yet another example: the meikyousisui vol11 dhalsim combo vs colossus, (yes it uses assist but the assist doesn’t single handedly break it for him): launch + omega red throw assist, hp --> yoga fire xx yoga inferno --> (f)sj.lp to FSD.
in that clip the yoga fire sets FS but the projectile (and I think ALL projectiles knock down in the direction that the character that launched it is facing at that moment) knocks them toward dhalsim who is doing his yoga inferno which also single-handedly breaks FS, then he otgs with a (f)sj.lp. This one is pretty simple i guess.
another example: storm vs sentinel (look, top tiers) in satsujin 2, storm does: launch /\ lp lk mp (or something), typhoon XX lightning storm. The typhoon hits and causes FS, then the lightning storm hits and allows her to break FS afterwards.
last example: cable vs sentinel (look top tiers again!): cable does timeflip, dashes does lp mp /\ lp mp hk (which sets fs) into cable’s timeflip’s last hit (which causes a knockdown as well), this allows cable to walk forward and break FS. <-- this one is actually really easy so you guys should be able to do it to see for yourselves (hahahaha)
Last couple of concepts:
Venom/Mag, Using jill’s zombie,
I don’t feel like explaining those in depth, but in short:
Venom/Mag, the bug allows the guy to move around and send out a projectile without taking the normal recovery. So, for example: the one in vol11 with blackheart, he does inferno, then sj’s with venom and does lk mk which set fs, the inferno hits them and that allows BH to break FS.
The Jill Zombie one, anyone + an assist vs anyone w/jill. Jill sends out her zombie, tags, the other guy launches the assist and calls their assist out, /\ 1234/set fs --> have their assist get hit by jill’s zombie --> normal otg.
To wrap this ridiculously great post up, almost everyone has an FSD, its not THAT hard to figure out if you if you know what you’re looking for and understand the engine well enough. I think the easiest way is just to imagine setting up the trip version, if not, think of a way to set FS and having something else hit afterwards.
i can’t believe i posted all that for you people here. if you feel like asking a question, please read THIS first
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