Yes the one I’m talking about (discovered recently) has doesn’t allow you to tech.
The main point of that OS is making the opponent’s throw whiff and you punish them with a special. There would be no sense in teching
It’s not useless. It’s a throw read and actually favorable to DP in most situations.
Against throws: Beats them just like a DP would and deals damage just like a DP would but you’d score a knockdown and put them in a mixup situation. A DP would reset the game to neutral.
Against baits: You eat a regular punish instead of a CC combo.
Against shimmy: You either get a mixup or eat a normal punish if they’re still walking back. With DP you would reset to neutral or CC combo.
Against meaties: Only situation this is actually worst than DP.
Of course, late tech and jump tech OS is still better in every situation. Only downside to them is you get no knockdown mixup but it has close to no risks either.
There are more like; 2mp, CA;Ex dive, 2hp; etc. These seem like conditioning, knowing the mind of opponent not necessarily solid strats. Funny enough 2mp, CA never hits counterhit.
I’ll try and make a list of frame gaps today or tomorrow. Unless someone else wants to do it.
In my experience, 2,3,4,5 and 7ish seem to be the most useful.
2 to beat backdash without getting a reset.
3 for immediate 3fr jabs
4 for jabs that don’t come out immediately (slower reactions)
5 for techers or delayed button presses
7 for really delayed people when you don’t want to shimmy.
Does st.lk, cr.lk really beat jump back OS or are people I’m fighting against doing it wrong? I still don’t properly know how trip guard and pre-jump frames work in this game.
It probably doesn’t. I mean maybe if the person does it in an exact way but I dunno. Everyone is a little different. If it beat jump back os then I didn’t realize it. I just use it against walk back.
If you do st.lk as a meaty they’re going to block it.
Meaty MK Dive after LK SA to cover both wakeups and REKT backrise.
[/quote]
It seems the divekick will whiff when you are further away(atleast when you do the divekick as fast as possible).
Combos like st.mp, cr.mp/mk or st.mp, st.hp or cr.mp, cr.mp for example, it might whiff on some characters and hits on others, only tested it against Necalli.
Seems to work fine for combos that start close and have minimal pushback. Counterhit cr.lp, cr.mp for example.