(SFV) Option Select, How Does It Work?

That’s what I’m talking about.

cr.MK>fireball isn’t a buffered move. It has nothing to do with buffering. You guys realize that these terms have a specific meaning, right? They aren’t defined by specific in-game examples, they are defined by how they work.

No it doesn’t. You do the same thing every time. Whether or not a fireball comes out depends on whether or not the opponent gets hit.

Ok, I guess people are really struggling with the example used. I don’t really understand that, but how about Chun’s cr.MK>EX Lightning Legs? It’s basically the same thing, except more practical as an OS in a footsies situation.

Except that calling it a buffered move would be wrong or at least confusing, since right now you talk about buffering when you execute the motion without pressing the button to finish it unless you see the visual cue. Example: Karin can buffer QCB all the time from full screen and then just press HP as soon as the player sees the fireball startup animation. This requires though a little awareness for visual cues from the player.
With OS you need no such awareness. OS are always safe whatever it happens and you can spam them freely because the game will choose the better option for you. You can do cr. MK xx hadouken all the time without fear of being punished on the hadouken because it won’t come out unless the cr. MK actually hit. Same with the Ken st. HP xx run OS, the Ken player doesn’t have to fear to put himself at risk by running after a blocked st. HP, because the character won’t actually run unless you land the first hit.

So even if historically speaking you might be correct, using the terms in an interchangeable way as you suggest is actually confusing.

Please don’t spread wrong information in the Newbie Dojo.

Lol I’m really confused about why you would argue about this.

Why would it be confusing when that’s what it’s been called since the 90’s? In SF, Tekken, SC… hell even random games that noone really plays.

It’s called “buffering” because you are “queueing” motions up in the input buffer.

TBH this isn’t even worth discussing, just do some research about the history of FGs.

This is from 1992:
http://bit.ly/2cx6wMl

Read this part very carefully:

Now do a search for “Option Select” in that newsgroup and tell me what you find…

That’s not what’s happening with cr.MK>fireball. You are cancelling into fireball, but the cancel only happens if the cr.MK hits.

People were wrong about it in 1992 as well.

So what? Are you aware that the meaning of words may change with the time right?

Lol. Can a mod please clean this mess up?

Next we’re going to hear Fierce punch isn’t really Fierce so we shouldn’t call it that…

Well he was factually incorrect about how input buffers work with regard to a move coming out. It’s not even a case of words changing their meaning, he was just wrong.

Oh I’m not even sure if he’s talking about input buffers at all. Sounds like he’s just using “buffer” instead of “cancel.” What does that have to do with input buffers?

Please stop being intentionally obtuse. It’s irrelevant what you think buffered moves ought to be called. Just like it’s irrelevant that anyone thinks Chicken Wing is a dumb name for a move. These are established terms.

It doesn’t matter if the word “meaty” doesn’t make sense to anyone. That’s what it’s been called for more than 20 years.

It doesn’t matter if people use the words trip-guard interchangeably on offense and defense - we know what it means from context.

It doesn’t matter if abare, frame traps and fuzzy guard mean different things in 2D and 3D games. We’ve already accepted this more than a decade ago.

It doesn’t matter if “negative edge” is completely meaningless. The FGC knows what it means.

Just consider your audience for a second. OP says he is new to FGs and you are insisting that he ignores definitions established before many people on this site were born. If you want to argue about stuff like this, take it to FGD. This discussion is not helpful to anyone.

Looks like ilitirit thinks that semantics and etymology are the same thing.

I’m not being obtuse, you are the one who brought up input buffers and then linked to something that wasn’t about input buffers.

The only reason I brought it up in the first place is because I don’t really thinks it’s appropriate to explain low forward xx fireball as an OS to a new player.

Explaining the reasoning behind why the FB comes out on hit/block vs. what happens if it whiffs in neutral is probably wiser.

[quote=“Greenwood, post:18, topic:180728”]

No it is not a target combo, it is a cancel combo. If you can’t take the time to learn terminology don’t post in the newbie section because you are giving out bad advice. Fighting games are hard enough to learn without people like you giving out and incorrect info. A target combo is a type of chain combo. c.mk>fireball is an option select because you stick it out hoping the enemy walks forward into it. If the mk touches the fireball comes out. If they don’t walk forward and the mk does not touch then no fireball. Tah Dah!! Option select! If you can’t grasp these simple concepts then stop posting and start reading :slight_smile:

Damn you guys. I just used cr.MK>Fireball as the easiest possible example.
Thought that would explain somebody who’s new the concept best and is also one of the more relevant things in the new game.

I’m seeing a ton of buffered buttons in SFV and the only other OS I see in high level play is the jump back throw OS.