hmmmm… Ive never even tried using U2 yet… but… given that you can combo C.MP on counter hit into U2, surely makes C.MP OS U2 a viable option in certain matches where C.MP is used frequently to stuff moves… against ken, for instance…
p.s This thread makes me nostalgic. Theli : glad youre still here.
2nd thought nope, cause U2 has shit range. back to only ever thinking of U1.
No, that’s the definition of buffering. Option selects are when the game decides for you. An option select is something like, J.RH > DP, if they dash back the DP comes out, if they don’t they have to block / get hit by the J.RH. The game decides what happens at that point. c.lp > c.lp+c.rh. If they dash back you’ll do c.lp > sweep, if they don’t, you’ll do c.lp > c.lp. The game decides whether c.lp or c.rh comes out based on what happens, not you.
Buffering is exactly what you’re describing. Inputting a motion, then completing it based on what you see.
Its not buffering its an OS because he go c.mk full SRK motion and punch. The game decide for him if c.mk connect the srk come out if not the srk dosent.
Guys use this for honda;
<candeis1s> for meterless or no back charge (ie uve empty jumped them after a knock down to lose back charge) honda
[10:57] <candeis1s> meaty cr lk/cr mp OS lp dp
[10:57] <candeis1s> beats reversal lp headbutt (cr lk + cr mp beats it as it only has upper body invinciblity but note cr lp loses for ryu)
[10:57] <candeis1s> if he does buttslam gets hit by lp dp
[10:58] <candeis1s> can juggle ultra
[10:58] <candeis1s> except for hk buttslam
[10:58] <candeis1s> but you still recover in tiem to throw punish it
You can also do cr lk, ub + hp + lp so if he buttslams jump back fierce comes out and beats it (all except ex buttslam in corner), if he doenst reversal chains to st lp
It’s a semi-OS… Really more like buffering. Input would be something like:
c.mk 236 hp 23… And then you wait to see what he did to avoid getting hit by the c.mk. If he jumped towards you, you have plenty of time to DP. Though you may want to delay just enough to hit them deep.
I termed the basic c.mk XX hado, as well as any other cancel, as an OS because it can be technically considered one. But it’s so basic that applying the term to it apparently causes more confusion than anything.
thumbs up to any honda OS. Bring that fat man down!
I did say, "cr.mk xx dp motion and dpingwhether it hits or not, implying that i was OSing it. I was just trying to break up the motion and the button press apart so that the OS might make more sense. Saying i was “DPing” implied the button press, and then i repeated what i said.
So i was just cr.mk OSing DP on hit. Now in all honesty, ingame i’d do a mix of buffering and OSing and nothing at all against Balrog. Because you can be at the wrong range, and whiff your dp altogether, or you’re just lazy and expecting a jump or w/e.
Should have been at least 4. I still give away damage too easily.
I think the best way to practice OS is to play against someone who uses dictator or honda. Every sweep, and other knockdowns with timing, can mean a follow-up jump-in OS that tends to favor ryu and is vital to the match-up. Most of the time, they’ll probably just block. Which means that you need to keep doing it right every single time to catch them when they don’t.
I have a question for you Theli, when do an option select DP , do you let negative edge come out ?
It seem there a good chance a SRK come on negative edge even when opponent block my safe jumping attack.
What kind of blockstring is natural after an option select DP ?
I do let go of the button and allow negative edge. And I do mess it up a lot still. You can reduce the chance of screwing up by holding it down, sure. But it seems like that might make doing combos afterwards a little more awkward than it needs to be. Might be better to get good at pressing the button for the shortest period possible.
What kind of block string? I don’t really think of doing a specific blockstring after a jump-in OS. You should be able to do anything you would have done if it was a regular safe jump-in.
We are pretty much on the same page, I too found you really have to do a super sharp OS to have negative edging not coming out and if you dont then youre stuck
with an akward frozen finger.
I should have mentionned my question about blockstring was more about having that frozen finger …
Anyway I will go back to the Dojo see what work best for me
There is something I dont quite understand. Is there 2 differents timing of light attack cancelled into each other that have differents propriety ?
I was trying to do c.lp xx c.lp + c.hk vs wake up. Is this suppose to be a viable option select. If opponent back dash it seem there is one timing c.lp cancel into each other and another timing the c.hk come out.
Now my timing is fast enough that I am not linking c.lp together.
I try practicing simply c.lp xx c.lp + c.hk without dummy and it seem again if I do it semi fast but faster than linking c.hk come out
Yea…that OS works vs. most backdashes. That’s how it’s supposed to work. If the lp whiffs, it recovers faster than it would have if it made contact. So, if you hit the OS with chain timing(for on hit), then the c.hk will only come out if the lp whiffed.
^ With regards to Vega youre loking for anything that moves you forwards to continue pressure. Its possible to use F.FP, but I generally just forward dash OS.
Still thinking about the C.LP + C.HK thing. Must be 2 cancellable frame windows for jabs, one on whiff the other on block. Wasnt aware of this so thanks… Gonna think about whether it has an efffective application but I doubt it, timing seems too short.
It’s not really that there are two different times to cancel. The jab is always the same. Hit pause is the difference. Not sure on the specifics, but the overall frames of an attack that whiffs is shorter than the overall frames of an attack that makes contact. Check it out with c.mp. You can mash them out pretty damn fast if they’re whiffing, but if they hit, the recovery is a lot longer. That’s the mechanic that makes OS possible. It’s what they all work off of. Jump in OS dp, if you make contact, it takes longer for you to fall and the dp doesn’t come out. If it doesn’t, you fall straight to the ground and the dp comes out. OSes off chains work on the same principle. If the c.lp makes contact, there’s hit pause, and it takes longer for the animation to complete, so another jab input will chain. If it whiffs, you completely recover before the second input, and the c.hk takes priority over c.lp resulting in a sweep.
If you need to learn the timing of it, just practice. Use the dummy and do c.lk, c.lp+c.hk, c.hp xx tatsu. Once you get that down, see if the sweep comes out on whiff. If it doesn’t, just keep playing with the timing of it until it works correctly.