Footsie Option Selects Pokes:
These option selects, o/s for short, make use of the game’s hit stop feature. The character’s movements pause for 10 frames to recognise contact, either blocked or hit. This increases the window to special cancel normal moves, and allows it to execute on contact of the poke. Option select pokes are done at a range, specifically used to counter an opponent’s poke, but not close enough to attack an idle or blocking opponent. At that counter poke range, if the opponent does not throw out a ranged attack, the poke will not make contact and the special will not execute. Spacing knowledge of the range of an opponent’s poke, where to stand, which of the four light attack option select pokes to use, as well as predicting your opponent is key.
Far LP xx LPGH:
Option on whiff: Far LP into rapid fire far LP or crouch LP
2 Hits = 150 damage (150 stun)
**Example Use: ** Whiff punish Sagat’s far HK, Adon’s far HK, Rose’s far HK
Stick Execution: Rapidly tap LP, LP and quickly wiggle F, DF, F
When the LP’s are pressed fast enough, the second LP chains into itself, faster than the input for the LPGH to execute. You can hold the second LP to prevent a LPGH from negative edge. On contact, the 10 frames of hitstop, gives enough time for the F, DF, F to register the LPGH command. The game then cancels the recovery of the first LP into LPGH, instead of getting a second rapid fire LP.
Far LP xx EXGH:
Option on whiff: Far LP into rapid fire far LP or crouch LP
2 Hits = 170 damage (200 stun)
**Example Use: ** Whiff punish Sagat’s far HK, Adon’s far HK, Rose’s far HK
Stick Execution: Rapidly tap LP, LP+MP and quickly wiggle F, DF, F
Pressing LP+MP rapidly after the first LP, causes a chained LP, standing or crouching, as the F, DF, F does not register fast enough even to execute a negative edge EXGH. Holding LP+MP will prevent this, but when done fast enough, it shouldn’t become an issue.