Disagree. There’s a buffer window before the first possible frame where you can tech which is where most players actually input their tech. On the other hand, there’s only about a 5 frame range where your character can quick rise (which is when you have to input the tech to do it late), which means the window to quick rise “late” is very small in comparison to the entire window to quick rise period.
In my experience, the odds of a player accidentally quick rising late is really small. Small enough that I frequently use OSes on these safe jumps and I can’t even remember the last time someone accidentally messed up the timing without even realizing it.
I see… in my experience, I had more than a couple matches ruined by it. I’m not sure, but I think CU safe jumps, at least the timing I use for it plus matchups were characters wakeup are different, can be frame perfect, so if they get to delay by one frame, it’s ruined.
It might be exaggeration to advice people to never ever OS those safe jumps, but at least be aware of a random factor that can screw you. It does happens.
Yeah, I mean, that’s exactly what I said when I first brought it up. You need to just be aware that it’s possible. Like I wouldn’t bet a tournament match on a OS U2 off one of these safe jumps or anything, but for relatively low risk stuff it’s definitely worth doing.
i dont think thesell get many hits, so i just added them to my photobucket.
but yeah, manlyOS: ill get in on this action after im done w/project(soon). in the meantime, plz tell me why i cant s.short or s.jab osU2. the u2 always comes out… not fast enough? (sorry, told you i was bad in this aspect )
Be careful of negative edging the ultra which is why a lot of option selects fail accidentally. I have failed cl.short option select MK ruffian 10000 times due to my accidentally negative edging the MK ruffian kick so it comes out even if they block it.
Speaking of negative edging problems. cl.LK OS U2 is a major problem with negative edging for me. It seems nearly impossible to consistently do cl.LK OS U2, c.LP and actually get the c.LP if the cl.LK is blocked. 99% of the time I wind up accidentally getting cl.LK, LP CU because of the QCB motions from the Ultra. I’ve basically stopped trying to do c.LP after the cl.LK and just do a c.LK, throw, or something else.
I never get this issue with cl.LK OS RK because it’s only 1 QCF motion, so I wind up with more time to wait between the QCF motion and the c.LP.
Actually, I don’t know why I wrote what I did…I wasn’t really thinking. What I was writing about has nothing to do with negative edging at all . It’s about input buffering. The game “holds on” to the QCB/QCF motions for so long that when you press LP for your c.LP after the cl.LK , the game says "oh hey, you hit QCB/QCF N-frames ago, you must be trying to do CU/Bad Stone! Let me help you with that!
It’s like the fucking paperclip from Microsoft Office 97 is living inside my arcade stick :mad:.
Q: How can I set up my dummy for a meaty combo? I ask this because I have some ideas but I wanted to make sure I’m doing it right.
Q: I read somewhere that say you could make your dash back faster like Makoto by FADC? But what is the big diference from my point of view it dosen’t add up that much speed or range or anything for that matter.
Also we should make a list of which OS works beater against the rest of the cast.
ill have a couple more magical floating cuffs pics uploaded later.
but what i really wanted to bring up is that i now know for a fact that cody says “upsy” during his forward throw & ultra1. im sure of this because i have conclusive, re-creatable audio proof that he in fact does NOT say “dazed!” on a backthrow… rather “daisy” as in the term: upsy-daisy