Hey there everyone. I’m new to the site so I’d like to try and make a contribution. I hope this thread hasn’t been posted yet, but knowing me I just missed it as part of a larger thread. Anywho, I was wondering if anyone has explored the properties of the oil slide thoroughly and if they can give a clear definition of what ALL they can do and how they differ. So far from what I’ve explored in 2012 here’s what I know about them.
(these are common knowledge properties but I wanted to list them to be thorough)
-All punish lost tripguard
-Hitbox is short enough for effectively punishing high pokes (one huge example is Sagat’s pokes and Bison’s mk and hk pokes.
-ranged slides may be used for safe poking (meaty)
-oil changes ranges
-heavy punch oil slide will cross under without a followup, which leads to a great mix up when used near the corner with Hakan facing the corner. Midscreen it also allows for a decent wake up game.
Now here is when I begin to question what I’m seeing and how it could be applied-
-Hakan’s oiled up EX slide has a variety of properties based on what you choose to do with it:
+If you mash the oil up followup, he will only travel half screen
+If you mash the body splash followup, he will go full screen, but you are NOT allowed to FADC the frames it makes contact on (tested with dummy on all block and Hakan in opposite corners)
+If you don’t mash either followup, he will go just shy of full screen, yet you ARE allowed to FADC the frames it makes contact on (given you move forward slightly as from full screen it will wiff on medium sized characters like shotos); also, his body will awkwardly slide in a standing position pushing the opponent and you further forward causing some interesting situations.
+His speed is also altered based on which of these options you choose
And to top it off, using the EX slide dry works in the same way except all distances are about halved (need to recheck this).
His other slides, though their distances are not affected, their speed however is, when you choose to mash or not mash. I’ve accidentally caused a number of strange interactions thanks to my sloppy inputs and the direct effects causing my opponent to wiff their counterattack or not be hit at all when it normally would have ticked for a meaty slide.
These minute differences seem to be redundant at first glance, but with over 24 different slides, I feel it could really mean the difference between victory and defeat, especially in high level play (24 slides- 4 versions, 3 followup choices, dry and oiled). The applications I’ve been able to envision so far and have occasionally stumbled upon-
-oiled or dry after learning how your opponent handles meaty slides: if they normally counter them before they can even hit such as with a cr. lk or dp, delay the slide to punish their counters
-oiled up after U1 or U2 you can use a meaty slide on your opponent: using the kick followup wiffs the slide just inside of Ryu’s cr. mk range and then OS throw (spin the stick 360 ending with it pointing back, walk backward and react accordingly)
I apologize if I am explaining this poorly, but this is what I’ve come up with so far and wonder if anyone else has messed around with this technology and also if someone can correct me if I’m wrong about some of these. Thanks fellow oil men! IKUZE!