Well, we know that OS only works when something else does not connect. If you mean that you are OS’ing your second button in the string (kudos if you are…I think that would be pretty hard to do properly without it becoming a normal cancel), then consider that ex tatsu should catch all backdashes and sweep will catch the non-godlike ones. Your backdashed attack needs to have excellent recovery for that stuff to come out in time…
I do a dive kick on wake up, then st. mp(true block string) and he blocks it. after blocking the st. mp, he backdashes, avoiding my cr. hk frame trap. I want to OS something to make him stop.
I know that st. mp xx fb will hit him in the air, but I get nothing really after, maybe a st. hk, but that’s it.
Jab OS sweep is a common one among a lot of characters. It’s one of the harder OSes to pull off successful because the difference in recovery time on jab on hit or whiff is comparably minimal compared to something heavier on hit/blockstun such as a jump-in.
I’m not precisely sure how you’d execute jab, jab OS sweep, but I can answer that plink question. Plinking doesn’t actually mean you must use a lighter attack to plink a designated attack strength. For its application, it’s most useful if we did. I have played around in the lab and you can in fact do something like :lp: ~ :lp::hp:, rather than the common :hp: ~ :lp::hp:. To do this, :lp: has to be hit before :hp:… like regular plinking, just done “backwards” if that helps. Of course this doesn’t mean you’re going to be registering two :lp:. Instead you literally will get :lp: ~ :hp: 1 frame after. So instead of doubling the chances of landing a single attack, you’re dishing out two different attacks seemingly at the same time, where the timing of the plink itself in whatever scenario will determine which attack will come out.
It would if you were doing just raw cr.lp+cr.hk. Its no different than doing the os meaty on wake. The chain overrides the button priority on the second attack.
It could be if you are good at OS, otherwise you will get ex senku regardless of whether they block or backdash which is not desirable. Because of the blockstun, you can OS just about anything off cl.st.mp and get nothing if they block and something if the backdash, etc… If you are focused solely on the backdash, ex tatsu or possibly hado will work and might be easier to pull off due to the motions…
That’s what I just gave you. You do cr.lp, cr.lp+hk. If the jab hits ( they didn’t back dash) you will get cr.lp, cr.lp. If the first jab whiffs (they back dash) you get cr.lp (whiffs) and cr.hk to catch their back dash.
No offense but why do you keep asking the same question?
cl. st. mp is also +4 on block so cl. st. mp > lp is a 1 frame link true block string… this would also stop the back dash b/c they’d still be in auto block.
That’s because I thought the answer didn’t apply to my question, but I think now I understand it:
you’re saying: do st. mp, then cr. lp, cr. lp+hk, correct? if they backdash the first cr. lp, the sweep comes out instead of the second cr. lp.
Problem there is: if they get hit by the first lp or the second, I get maybe 80-100 damage and no nockdown. I was looking for either a knockdown or something over 150 damage, but this is very interesting.
By the way, thanks everyone for replying, this has been very useful and good food for thought at the very least.
In fact, as I was reading your answers, it came to me that if I do st. mp, cr. lp xx lp palm, it should also hit backdash.
So that covers: him getting hit by the first mp, him getting hit by the lp, and him backdashing. only thing left to do is block or reversal. Plus maybe I can get something else depending on what do I have available and where he is on screen.
I still find that cl.mp (OS Tatsu) cr.hp to be rather amazing. To still input a :qcb: + :k: in between the cl.mp and cr.hp, without canceling the mp into tatsu. Does frame data tell us anything about how long a move runs for when whiffed? It’s the startup + active + recovery, right? In that case, how do we calculate block/hit freeze?
I’m just thinking about it right now, how the hell do you input a tatsu to come out after the recovery of cl.mp, yet it won’t come out if you manage to hit with it? Can we think of block freeze as an “in-game universal time extender” where the game adds more frames of animation (to kind of “stall” an action) while the video output remains at 60 FPS?
To illustrate what I’m getting at:
LEGEND:
S = Startup frame
A = Active Frame
F = Hit/Block Freeze
R = Recovery Frame
+ = frame advantage on hit
P = frame which corresponding button is pressed.
cl.mp (os EX Tatsu) cr.hp
CL.MP ON HIT
S S S S A F F F F F F F F F F F R R R R R R R R R R R + + + + + + + - - - cl.MP
- - - - - - - - - - - - - - - - - P - - - - - - - - - - - - - - - - - - - EX Tatsu
- - - - - - - - - - - - - - - - - - - - - - - - - - - P - - - - - - - - - cr.HP
CL.MP WHIFFED
S S S S A A R R R R R R R R R R R - - - - - - - - - - - - - - - cl.MP
- - - - - - - - - - - - - - - - - P - - - - - - - - - - - - - - EX Tatsu
- - - - - - - - - - - - - - - - - - - - - - - - - - - P - - - - cr.HP
Is that more or less what happens in an OS?
-To do it wrong where you cancel mp into tatsu, you input tatsu during the cl.mp’s active frames.
-To do it right, however, means you have to manually time the input of tatsu and not lose timing on the cr.HP in the process.
note: I made up the number of freeze frames to illustrate my question. I don’t know if freeze frames take up the equivalent of 11 video frames.
I believe this is a good visual. I am, by no means, an expert. However, I’m not sure you’re correct about when to hit the OS. I think you want to hit the OS before the attack connects (the “F” part of your legend?). If you cancel during or after that part, you are doing a standard cancel. For example, when I do OS after divekick, I’m hitting the OS just before the divekick connects. The same principle should apply here. The OS is like a stored alternative to your initial attack. It should happen almost in tandem to the first attack. Can this be confirmed by anyone else?