Yeah, sorry. been working lots. Haven’t had time to continue the novel.
“option select throw” is something I learned from gootecks website. www.gootecks.com
option select - means doing a command that can have multiple outcomes.
So the options select throw is doing a command which can have multiple outcomes including a throw.
putting it into practical terms. People like to tick-throw. I LOVE TO TICK-THROW. So how do you defend against someone who tick-throws all the time? Do you block the combo or do you try to tech the throw?
> the answer is simple - you do a command that accommodates both: option select throw.
I’m starting to ramble again…
Whilst you are blocking the opponents attacks - you are able to also input commands. These commands won’t work as you are in ‘block stun’. So whilst blocking - keep pressing ‘lk+lp’ as they attack.
> The outcome…
-
They keep attacking… you will stay in block stun.
-
They try and tick-throw… you tech
-
They try and tick-throw but just a tad too slow and throw-command is a frame just too slow… your character will either lay a lk or lp into them - and begins your reversal combo.
Conclusion…
So option select = win win
I’ll write up how to use it best in my thread… when I get a night off work and am not putting dollars into the cab
I’m a theory and a practical fighter. I’ve done the research and I try and put it into practice. Not just what works or doesn’t work, but also, what suits me and my playstyle.
I use TATSU in combos… but only as punishers on opponent whiffs. cl.rh, hk.TATSU does tremendous damage (and great for killing off opponents). But I only use it if I’m confident that I won’t lose too much damage if I get countered afterwards if they are still alive. It doesn’t do knockdown and you are left face to face with a pissed off opponent with a ULTRA. Anyone ever been in that situation with Sagat? I have… and it’s not pretty.
I don’t agree on the ‘extensive’ use of TATSU in a match against good opponents. And I also haven’t researched/practiced option select throw after a connected TATSU. I don’t know what the outcome will be. I haven’t tried and hopefully I will remember to try. And HOPEFULLY it makes TATSU safer to use. Because Ken WILL become much more stronger if we can make combo-TATSU much more in our favour after a hit.
I have tried back-dashing. And for the most part… it’s not too good. The results have been inconsistent.
- I haven’t been able to dodge a DP as it travels too far horizontally and will get you on the tale-end of backdash.
- It seems to dodge all throws, including command throws. Haven’t tried it on gief yet - who the hell ever volunteers to go that close to gief?
- It will not dodge any normals that go a fair distance. So it can dodge light punch/kick. But will get hit on the tale-end during mediums and heavy’s.
The main problem with back-dash is that it doesn’t move far enough to get you out of that particular dangerous situation. At this current state - it seems to be just as good as jump-back.
As for lk as oppose to mk for cross-up. LK is great to get you that extra priority. It also comes in a nicer angle and makes your character a slightly smaller target to hit. I use it extensively against boxer. Might start using it against gief to see if I can beat out that anti-air, from crouch, lariat nonsense.
Conclusion…
is a great move. Not ‘better than mk’- it’s not like that… they both have their times to be used. Just need to pick em. More of that when I’m not too lazy to write up on my ken thread.
p.s. I beat a good boxer player tonight 7-4. I’m so happy… usually it is 7-0 his way! Mainly thanks to j.lk. I hit him a few times with f+rh (a smirk on my face each time) as he threw his endless onslaught of cr.pokes. Once he learns that your cr.mk will beat out his dash-punch and he stops spamming it - f+rh is beautiful!