Attempt at an Option Select guide

After a real attacking safe jump against a 4 or 5 frame reversal, yes. If it’s not a real safe jump, then you risk either getting hit while you’re still landing or after you have started your ground attack. And if the invincible reversal takes more than 5 frames, you can apply an option select against it.

It may have some bearing on which direction a reversal special move might come out on. Not sure. But a character will ALWAYS block in the direction the player pushes the joystick, assume they are pushing in the correct direction when the hitboxes collide. (Always away from your opponent’s center. But where the center is can be tricky in a number of situations.)

See for yourself: http://www.shoryuken.com/wiki/index.php/Blanka_(SFIV)

You MUST have invincibility from the first frame in order to prevent yourself from being put into hit or block stun from an attacking safe jump. The only moves that blanka has that qualify are back dash, ex versions of a couple ball attacks, super, and ultra. The difficulty with blanka is similar to sagat. There is no “easy mode” perfect safe jump, as blanka gets up 2 frames later than the majority of the cast. So if your jump-in touches ground before blanka reaches a vulnerable frame on wake-up, it will whiff and he could potentially beat your follow-up ground attack with a non-invincible move.

Actually, I don’t even notice daigo consistently hit confirming off c .mk. But then, the pressure of the hado block damage and push back might be useful even that much of the time he doesn’t want to.

I do see him hit confirm whether or not he FADC’s after c.mk XX hado. And that’s something every ryu player can benefit from if they worked on it.

There are definitely non-hit confirmable things you can do that are still viable. As in, you really can’t hit confirm an FADC after just plain EX HADO. You can hit confirm the ULTRA afterwards. But this 3 EX meter tactic is still a risky, and very powerful, gambit due to the potential waste of lots of meter. And I’ll often just throw out an EX dp into FADC as well, which is even riskier though it can beat out a lot of attacks and tactics. But I’m still not a very consistent player and should know better than to do that in so many situations.

i’m tryin this and i’m gettin a 2 hit combo with my jump in and a dp… what am i doing wrong?

You’re waiting to long to dp. The dp should only come out if your jump attack misses completely.

thx dank. is there particular settings i should be using to make this easier or tell if i’m doing it right?

thx dank. is there particular settings i should be using to make this easier or tell if i’m doing it right?

A good set up I use is from sweeping. I jump and I have to connect my J.hp ( witch is blocked) and then do my DP before landing. If it donest come out it mean I have the right timing.

I do it vs Ryu because since my J.hp connect very low so I better be real quick to input my OS srk.

Have you tried using J.MK and J.LK for your safejumps. I’ve only started doing my safejump practice with Ryu again and those two attacks help me to get a better overall safejump at this stage and more window for OS, they might help you.

I have try and youre right the timing seem much easier. I think Daigo use a lot of J.hk when he does a reverse throw, Vs Sagat too I think.

Hi All,

I’m only now seriously looking into OS’s and I’ve got a couple of a few questions.

It would be great if I could get some feedback on this.

— how is the above an OS?
When you do a c.mk xx fireball, i.e. enter the entire motion + button presses, you will get the cmk xx fireball on the opponent whether on block or hit (well thats what happens to me).
Surely the OS should mean that if the cmk hits then the fireball comes out, if the cmk doesnt hit (i.e. opponent blocks), then the fireball doesnt come out!
Or are you saying that if the cmk lands or is blocked, the fireball will come out, but if the opponent back dashes then only the cmk will land?

— I take it in the above that you hit the c.mp and when you would normally link another c.mp, instead you’d do the dp motion and press lp and c.mk together?
This would mean that you’d get the c.mp, followed by either another c.mp or a lp dp?
Please could you clarify?

—I’ve seen the video to this, and it looks really useful but I cant see any instructions on what you enter and at what point. How do you get it choose between a c.fierce and a SPS because to do the SPS you need to press forward and Fierce whereas to c.fierce you need to hold down and then press fierce?

—I understand this one (thankfully)

– I understand this also.

Also, could you not do the following OS(assuming I’ve got an understanding of this now):

c.lp xx c.lp + c.roundhouse
This would sweep people like Chun/Boxer if they try to backdash after blocking/taking the c.lp. If they dont backdash then the 2nd c.lp would come out?

Ok.

Unless the sf4 series grants different amounts of freeze frames between when an attack hits, when it is blocked, or even when it is focused, then the OS as you expect it is impossible. By general consensus, there is no difference in freeze frames based on the situation. You either have the connecting freeze frames, or you don’t.

c.mk can in fact be linked from c.mp. As you can see, the c.mk is meant to be pressed later than the lp dp attempt, which is itself intended to be entered after the cancel window and recovery of the c.mp. The lp dp is only intended to come out if the c.mp whiffs, thereby providing no freeze frames. The c.mk is intended to come out if there were freeze frames. Those freeze frames would cause the lp dp attempt to occur during the recovery frames of the c.mp, where it fails to do anything.

OS can be difficult to figure out the timing for and practice. And even harder to reliably make use of in matches. I don’t claim to be capable of using everything here, or even most of it.

Anyway, for something like this I’d imagine that you must press fierce twice. The first time, you would hold towards. The second, you would be crouching. It can only be a question of timing, which can be difficult to train.

Yes. This works fine. And if players learn only one thing from this thread outside of crouch tech, an OS involving sweeps and chain cancels should be it.

OS involving chain cancelling tend to be easier to use as you need to only time one input to accomplish multiple things. And the difference between the move’s duration with freeze frames, and without, can be drastically different since jabs and shorts tend to recover quickly. So you can just time that input within a decently sized window and it should amount to the same effect.

Thanks Theli

:tup:

Hi, posting to get this great tread back up front.

On opponent wake up if I want to do a c.lk or a c.mp is there a disadvantage to always add an OS with c.lk + c.lp or c.mp + c.lk + c.lp , just in case I miss the timing of my meaty.

Ive add an option select Tasu when I do a preentive c.mk vs character that can gain ground very quicky like Balrog dash punch and I find it very uselful.

There’s no disadvantage to adding OS crouch tech to any normals that have a higher priority than c.lk and it’s the crouching version, technically it’d be a disadvantage not to use it when it’s possible that you can be thrown.

hey amazing thread. is there some overview about the OS that are recommanded against the new characters. I really dun know.

btw. Should I OS cr.mk tatsu after a safejump on boxer? I usually just use OS sweep as meaty wakeup combined with cr.lp or I use OS sweep when I safejump him. What do you guys think?

thx

I finally got around to getting matches with a decent boxer, and i’m really confident with the matchup now. You can still get hit against an Ex Dash punch with cr.mk xx tatsu, so i now OS HP DP or MP DP if i wanna make sure it hits.

Good Oses to learn are safejump ones. Honda and Bison ones are pretty necessary, otherwise you can’t apply enough pressure to them with all their reversal options. You safejump and OS DP for Honda or Tatsu for Bison.

When you say you use OS DP vs Balrog do you do full motion DP with punch included or you just do DP motion and hit Pucnh if you see c.mk hit.

when I do c.mk OS Tatsu i do the full tatsu since it dosent come out if Balrog didnt dash punch

Argh, i was gonna answer this three times yesterday, but i forgot every time i opened this thread…

Yeah I’m doing the cr.mk xx dp motion and dping whether it hits or not, so that’s an OS i guess, not buffering.

I will defeanetly add this OS to my game. I had try in the past but I tought the DP was coming out anyhow, but just realised its was because of negative edge. So I can still use negative edge if I see Balrog jump toward me instead of doing a dash punch.

Just be wary that sometimes they can flukily get hit at max range, so i assume HP DP is better so it doesn’t get whiffed. I’ve had it whiff once so far.