Perhaps, because Ken’s OS’s are quite character specific, we could do a full vs breakdown for each character but concentrating only on the OS’s available in each match up.

Slightly off topic, but did anyone notice in one of Wao’s matches against a guile. Am I seeing it wrong or did he hit confirm a cl.st mk into fp SRK? (I’ll try and find the link, it went up on youtube quite recently). I’ve considered implementing Ken’s cl.st mk due to the fact that it forces standing and can link into cr mk but it whiffs on half the cast so I’m always cautious in using it…

a jump-in option select flowchart. gives a general idea of what and when to use which option select.
http://img69.imageshack.us/img69/2391/jumpinflowchart.jpg
thanks prorook

hey guys, thought i would update this thread with a Safe Jump Option Select video against Bison.
[media=youtube]kSoPMh2tGlE[/media]

hey majen or joon,
can you guys explain that cr.lp> cl.st.lk option select U2?
some scenarios please? thanks.

Pro!

Basically you C. LP, buffer Double QCF, and press all 3 Kicks after a Knock Down. There is a specific rhythm you have to do this though. If you cancel CS. LK from C. LP too fast, it won’t auto-correct “behind” Teleport. The best way I can explain it is to do it in a “link” rhythm.

Akuma:

Beats only 2 versions of Teleport (the 2 Teleport that goes away from you). It doesn’t auto-correct if he Teleports behind you, but it does punish Back Dash.

Dhalsim:

Feet facing towards you: Beats all 4 versions of Teleport and Back Dash.

Head facing towards you: Either beats 3 out of 4 versions of Teleport (does not punish “behind” Teleport) and Back Dash, or beats all 4 versions of Teleport but not Back Dash depending on how fast you cancel your C. LK from C. LP. Me and Lilsicx66 was talking about it, and U1 would still be better against Dhalsim because U2 knocks away the opponent on the other side of the map.

Seth:

Beats 3 out of 4 versions of Teleport. Since Super Seth’s Teleport is slower now, Ken’s U2 doesn’t auto-correct if he Teleports behind you. It doesn’t punish Back Dash either.

M. Bison:

This is the character I think it’s worth picking U2 over U1. It punishes all 4 versions of his Teleport and Back Dash (if he EX Headstomps, U2 goes under him but he can still punish you).

Credits to MajenX for making this up.

thanks joon, im definately gonna have to incorporate some of those.

so is everyone here ready to level up?
its time to start doing the Option Select Plink Crouch Tech
[media=youtube]lCP1sVYUxGQ&feature=player_embedded#[/media]!
theres some other very advanced plinking techniques in the video. this is definately going into my repertoire. crazy stuff.

So I’m trying to learn option selects particularly due to the Bison matchup, but I’m having trouble with the input. I tried mag’s video and I can get some of them, but ImagineVC, I was wondering if maybe you could post the buttons that I press to do all the option selects you did in your video against the bison player instead of just saying do “so and so OS” in your video description. I’m particularly curious in the MP OS that beats out Bison’s EX psycho crusher.

this is a great clip of safe jump option selecting by Gamerbee at EVO
i know its not ken related so i wont put it on the first page but nonetheless, check out the blueprint on how to royally fuck up honda.
[media=youtube]8QbBqFgR-tE#t=2m38s[/media]

hey digimish, ill get back to you later on tonight aight!

Wait so for the jump in Option Selects (like the strong dp against Bison), you just input the move right when you’re about to land, right - no other crazy magic involved?

yup exactly.
a good way to test it out is go to training room and set Player 1 to Bison and Player 2 to Ken.
set Ken to Record mode and walk forward kara throw, walk backwards one full step then safe jump fierce punch and quickly
input mp.srk BEFORE ken lands.
this should cause ken to hit bison with the j.fp and the mp.srk will NOT come out even though you inputted it.
now set the dummy to playback.
now you are controlling bison. try doing the psycho crusher and EX psycho crusher. they both get stuffed clean.

just remember, even though you’re option selecting, it’s still a game of rock paper scissors. knowing what your opponent will do next based on his tendencies and countering it with the correct option select.

No, no, no.

THIS is how to royally fuck Honda with Option Selects

[media=youtube]NPBZrwBXcZY&feature=related#t=3m20s[/media]

BAM.

Peace,

G.

totally haha
but mike ross is no slouch, he figured out how to beat safe jump option select… block.
and then proceeded to win the match.

Yeah, but 3 in a row, pure sweetness!!!

For some reason, the commentators thought that it was just “a good read”. They didn’t seem to appreciate the Option Selecting that was going on…

If only Ken could use his OS’s to set up ANOTHER OS like Adon.

While were on the subject.

Has anyone ever played round with Option Selects that you wouldn’t normally think of?

I was trying to find a way of PROPERLY punishing Akuma for teleporting, but because he can choose which way he’s gonna go, I always felt like OS ex tatsu was just a waste of meter. Half the time it would go the wrong way and even when you got it right, it would only hit once or twice at best.

I haven’t really had enough time to mess with things, but I’d just like to throw out some ideas, perhaps for things that someone else can play around with better than me.

Now if my theory fighter is strong, I pretty certain that Ken could Option Select all of the following actions after a Throw > jump in set up:

Obvious ones first:

All his DP’s
All his tatsu’s
All his fireballs
U1
U2
Sweep
Throw
Kara Throw

Not so obvious:

Forward dash
Backward dash
Forward Jump
Backward Jump
Step Kick
MK overhead
HK overhead
Fake overhead?

Now, what I’m asking is, could someone with a bit of free time have a play with some of the not so obvious option selects and see if there is anything useful in there.

At the moment, I’m having a bit of fun OS’ing Ken’s HK Overhead. It’s technically very easy to do, really messes with perpetual back dashers and costs no meter.

I thought that maybe a combination of OS’ing Ken’s step kick followed by an ex tatsu might just punish Akuma better after his teleports. Not only will you get more hits from the tatsu if you guess right, but you’ll have more time to delay the tatsu if you see you’ve gone the wrong way.

Maybe even OS’ing forward jump and then an air ex tatsu?

Just thought I’d throw it out there…

Can people have a go at these and tell me what they find?

Peace,

G.

Hmmm,

It seems that whichever thread I post in seems to die. Is it something I’ve said?

Anywho,

I managed to have a play around with some of the OS’s I mentioned above and I feel like I’ve hit on something that Ken can abuse against Akuma.

Whenever you knock Akuma down and have an opening to do an Option Select on him, try using an OS forwards jump or OS backwards jump. This gives you a split second to see if you’ve guessed right. The second you “confirm” you’ve followed him with your jump, do an EX air tatsu. It will hit him before he can block!!!

Now the difference between OS’ing an EX tatsu and OS’ing a jump into EX tatsu is that after this set-up, you get another free combo or you can even go straight into U2. It also makes you less likely to waste an EX bar on a 50/50 guess and it guaruntees a TONNE more damage if you guess right.

Now all I’ve got to do is practice OS’ing a forward/backward jump. It’s not too hard, it’s just a bit foreign to me right now.

So the input series would go:

  1. You manage to knock Akuma down and have the option to apply wake-up pressure.
  2. Perform your jump in attack.
  3. The split second the attack is thrown, quickly hold up forward or up back, then immediately after, hold down/back again.
  4. If he blocked the jump in, you can now continue your block string as before.
  5. If he teleported, you will now be airbourne.
  6. If you guessed the right direction, quickly hit the EX air tatsu (you DO have a tiny bit of time to “confirm”)
  7. You will land your EX air tatsu and smack Akuma in the face. Feel free to do another free, full damage combo or U2.
  8. If they prefer to do the KKK version of the teleport, you can just use a RH kick to continue the combo as the EX air tatsu gives him just enough time to block unfortunately.
  9. If you went the wrong way, you have just reset the match to neutral again.

Worst case scenario is that you guess wrong AND waste the 1 bar, but this is a risk we were already taking with the standard OS ex tatsu, but now we get the option to land a FULL COMBO when we guess right!!!

Thoughts?

Peace,

G.

no not at all, its just that you always write sooo much (which is a great thing) and it takes people longer to come up with a response to your many points.

your jump forwards OS is a very creative idea however i will respectfully disagree right from the start because i think its a terrible idea to jump attack any experienced Akuma on wakeup because you will get AA by his 3 frame godlike srk.

what i propose is get the untechable knockdown> safe empty jump> delayed OS crouch tech> OS EX Tatsu.
regarding the safe empty jump
-its the exact same timing as if you were to do a safe jump but this time you do not stick out any limbs
-akuma cant AA you as long as you dont stick out any limbs because you will have trip guard when you land.
regarding delayed OS crouch tech
-you will block his srk and you can punish hard
-you will block any normals he throws out
-you will tech his throw
-if he does nothing, you start your bnb from cr.lk (AKA OS crouch tech)
regarding OS EX Tatsu
-you will punish his backwards teleport
-you will also punish his forwards teleport because the OS EX Tatsu will autocorrect
-if he blocked or got hit by the previous step then the OS EX Tatsu will instead register as a st.lp and allow you to continue your bnb

so the inputs would be…
kara throw> safe empty jump (gives you trip guard)> delayed OS crouch tech (cr.lk+cr.lp)> OS EX Tatsu (QCB+lp+mk+hk)

here’s a video showing what i mean… [media=youtube]q874QO6RwmM[/media]

If you time your jump in correctly you can avoid the DP no?

Maybe I should have stated that I’m suggesting that the jump attack used be a “safe” cross-up jumping lk.

For example, if you hit Ken, Ryu or Akuma with your fierce DP, then immediately do a jump forward lk, I was fairly certain they can do nothing about it other than block (am I right here?). Every reversal DP either loses out to the lk or whiffs underneath you. Once you mimic the timing from this after a throw, you can “safely” jump in with a cross-up attempt.

I can’t say that I’ve played a high enough level of competition to suggest I am certain of this, but from the Akuma’s I’ve played against, if you even put the slightest doubt in their mind that their DP will whiff under or that they don’t know which way to block, they will undoubtedly teleport.

I never normal jump Akuma, except for the empty version as you stated before.

G.

so i’ve made a video showing how to option select against Akuma
[media=youtube]q874QO6RwmM[/media]

thanks for the inspiration G77

Awesome. Thanks for the video. Is it possible to catch Akuma with Ultra 2 if you guess his teleport right?

Nice video VC. I always seem to get thrown when I try this though, is this a symptom of a mistimed jump or a mistimed OS tech. I’m guessing jump, but I really don’t know for sure.

Did you read my other reply?

I re-watched all of Infiltration’s matches from EVO and people WERE jumping in on his wake-up. Even in his match against Dr. Chaos, Chaos only really had about 5 or 6 opportunities to safely apply wake-up pressure in the whole match and on 2 of those opportunities, he chose a “safe” cross-up jump in. Infiltration teleported on both occassions. If Chaos could have OS jumped and punished with a FULL combo instead of 2 hits from an EX tatsu, it could have made a difference…

I honestly think it’s worth considering as an additional viable tactic, especially if you’ve got a good read on the Akuma’s preference and they aren’t going for DP’s on every jump in, which, in my experience, is very rare anyway…