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.