^The mere fact that in SF4 they introduced the “ultra” which could be used as OS, for full damage, put a very bad taste in many serious player’s mouths.
OS into meter powered options for full damage on hit isn’t unique to SFIV. Ever played 3rd Strike, stuff like SGGK and DED OSes meant that certain characters could OS you into 40% or more damage on hit.
Pianoing is fairly similar to plinking, but it’s got some key differences. The most important one is probably the fact that pianoing applies to special moves, and was necessary in SF2 because of the 1-frame reversal window. You probably could use them in combos as well, but since the timing of links in that game was so lenient, there was rarely much point. In contrast, plinking applied to normals in SF4 rather than specials, and was used in combos (which require very tight timing compared to SF2) rather than as reversals (which are piss-easy compared to SF2).
Also, plinking is way harder to do than pianoing (imo), and pianoing gives you up to 4 more frames where you can get a special out while plinking gives you just one.
Renda canceling is… not similar to plinking at all, honestly.
Anyone thinking ’ please remove OS’ doesn’t know how it works imo.
A basic Ryu c.mk into fireball is an OS, you are using the fact that you can’t cancel it on whiff to make sure it only comes out on hit/block.
c.lp, c.lp+hk is an OS that uses the priority of heavy over light, but chain combo over heavy.
Crouch tech, uses the fact that c.lk+lp gives a c.lk, but if they’ve already thrown you, you are hitting throw buttons within the tech window, so you tech it.
OS is not one mechanic that you can remove. It is various efficient uses for the game’s mechanics, some of which are fairly crucial to the game’s design.
You can certainly theorise how to remove individual ones by modifying mechanics but then you need to think about how the changes to those mechanics affect the rest of the game.
also, OS’s are not new to SF4 but they are a fairly recent conceptual thing. If we knew what we know now about OS and utilising mechanics, i bet a lot of older games would have been full of them.
The way a tech window works for throws, there were probably throw OS’s back in every single game that ever had throw teching. even simply- Hit a button, hit throw with or after that button. If you enter throw animation, you will OS tech.
Crouch tech can be addressed though by simply not allowing you to tech while holding down, Skullgirls and KI both already have this.
Alot of of specific OS situations, can be addressed and/or removed just by tweaking what it is that causes them in the first place. For example, a number of SFIV’s option selects can be removed simply by changing how the input system works where the game stops recognizing inputs at specific times, but not at others (e.g. crouching short into sweep OS).
Yes, it’s impossible to take out all Option Selects. However, there are some situations where they really shouldn’t be there since they impact the neutral negatively.
still that required a hit to occur. not a whiff to occur. but the way supers worked in 3S was kind of silly anyway with meter gaining, and a few supers being 2 frames or faster, and requiring little stock.
For the record, I actually like the way meter management in 3S (and the whole III series in general) worked. I like how meter, and whether or it was stocked greatly affected matchups.
I like plinking. It wasn’t intended but it made one frame links possible to pull off around 80% of the time compared to my general 30% accuracy of hitting them after hours of practice.
I hope that option selects in general can be removed from the game as much as possible. Not all option selects can be removed, not all are even known and removing some might even be detrimental to the game, but at the end of the day option selects are better off removed from gameplay as much as possible if they can be removed without a detriment to the game itself.
If the game controls like how sf4 does, then getting rid of 1 frame links will be next to impossible.
If the game controls more like oldschool streetfighter, then it’s possible. But even oldschool streetfighter had plenty of 1 frame links. It’s just that with the high damage of the game along with huge pushback, you didn’t need the one from links.
If you try to take them out of sf4 though, you just create them in a different place in the characters moveset or render the characters tools overpowered or underpowered depending on which way they go.
Getting rid of plinking though… That’s easy. But it is extremely detrimental to a game that is high in 1-3 frame links being the norm.
So if SFV removed OS’s, do you guys think that would make the game better? OS’s, I do like them a lot. Having suffered enough of people just back dashing or using some fully invincible teleport to escape, they truly were a godsend to me. With that being sad, there is some highly obnoxious OS’s. Vanilla Akuma was beyond silly on a hard knockdown. Demon Flip Throw OS to Cr.Hk.
Step 1: Go to a corner
Step2: Mash mp/mk
Step 3: Benefit
I love 3S to death but I always thought that characters mashing standing mp for meter gain in place was pretty silly looking.
I’m curious about the whole OS deal with SF4. As far as I can tell OS’s are in every SF game; what makes them so different in IV? I sure as hell got a LOT of mileage from it with abel when trying to c.mp xx change of direction during footsie games.
Building meter from whiffing was important though since it was one of the things that helped build meter really fast in 3rd Strike. And building meter quickly was important in that game considering how important meter and Super Arts were in that game.
Now with how important meter (and v-trigger) will likely be in SFV, I at least hope that they take into consideration the speed at which it builds in the game.
Or how about characters start with a designated amount of meter like in Alpha? Not full meter, but something to start with… like MKX… If players are just gonna sit back and whiff normals to build X amount of meter anyway, seems like it’ll save some time and give players the desired effect… it’s not like high level to start a game by whiffing normals.
It’s not just about starting with meter (I mean, very few people actually just dash back and whiff for meter in high level 3S), but the ability to quickly build it back up.
I’ve seen more than a few high level matches that start exactly that way. I’d prefer if SF5 wasn’t all about meter management and utility, where if you don’t have meter, you don’t have a chance.