Hey I was looking for any reported OS’s in the general SF5 thread, since OS’s should be a universal mechanic. I guess since this is the only thread I found that’s relevant (despite no responders), and I don’t want to just make a new thread if this info isn’t new, I’ll share some very practical OS I figured out just tonight.
I call it “Plinked V-Reversal”.
In SF5, doing V-reversals with some characters is tied to either special moves, or moves with excessive start up and recovery that you wouldn’t want to throw out at close range. It’s only because the fierce punch or kick takes priority in the 3P/3K requirement to cause a v-reversal, that in the case of not causing a v-reversal, you woull get either a fierce attack or an ex special in some cases as with charge characters.
What I’ve discovered prevents you from either getting special moves you don’t want, or fierce attacks that you also wouldn’t want in the case of going for V-reversal.
So what the tech is, is before doing the command for your characters’ V-reversal, you do a light attack. This is the foundation for this tech. You might be able to do medium punch/kick instead. I haven’t tested that yet prior to this report.
For Example:
Necalli wants to v-reversal some random Chun Li normal. The drawback is that you’ve been blocking for awhile, so in the incident, you get EX Disc Guidance if you weren’t in block stun for the moment. This obviously has more start up and recovery than your average Necalli footsie attack.
So instead, what you do to prevent this is you press s.LK right before forward +3P
If you do it right, you’ll only get s.LK since Necalli doesn’t have a back charge special involving kicks. If you do it too fast, you might get throw. That could be better or worse than getting EX Disc Guidance, so I suggest going for whatever your faster normal is and figuring out the timing for that.
In the case of Bison:
Since all of his moves ending in forward are charge motions, the way to override this is by ending your V-reversal in down forward + LP or LK. The V-reversal command accepts down forward as a forward input, so there’s a lot of leniency both in your input, and the time to get out a V-reversal. In testing, I’ve even gotten V-reversal after pressing down forward, then hitting the attacks either while pressing direct down or down back, sort of as a charge buffer tactic.
This also means you retain your down charge for headstomp/devils reverse if you want to go that route after V-Reversal knocks down.
If you miss the VR Plink, or don’t time it exact, this can result in a variety of unwanted inputs such as throw, df.HP, or c.HP. Even actually getting c.LP/LK aren’t a cure all to break pressure without spending meter. The whole point of this is to not accidentally get charge moves or other commands when all you want is V-Reversal.
Video soon to follow.