Honda - ex. Meaty throws are scary for some characters. In general, meaty throws can be avoided universally by backdashing, and jumping.
Meaty throws in and of itself can open an opponent up to option-selects. Alone it can be a tool to bully your opponent on their wakeup. Meaty throw is especially however counter-intuitive useful against grappler characters on their wakeup.
The same goes for El Fuerte, T. Hawk, and Hakan although oiled Hakan has better options. Meaty throws beat reversal normals and any attacks with non-throw invincible startup. Some opponents like Fuerte who has a 15f backdash , can backdash and at times still be in range to punish since he has a short backdash. Also opponents who can instant air normal or special can punish whiffed throws heavily e. Every character has the ability to do unthrowable specials.
They cancel pre-jump frames into specials. The only caveat to unthrowable attacks, is that they inherently lose to meaty strikes.
So unthrowable lariat would beat meaty throw, but meaty jab would beat unthrowable lariat and vice versa meaty jab can be beat with lariat, but meaty throw beats lariat. Zangief can also perform an unthrowable ex. Viper - U1, ia. OH [ ]Rose - super, U1, ex. A safe jump will allow you to block certain invincible strikes and some throws. They can be spaced appropriately to mitigate this. So this safe jump will always lose to invincible attacks that go active in the first 3f since you can never block during landing frame 1 or 2.
Also keep in mind that because he hits with the last airborne active frame it loses to all invincible grabs in range, since all of them at least have a single invincibility frame. Sagat lk. Viper hp. Buffers are usually executed the moment a character recovers from their landing frames.
This depends heavily on when, you perform the input for the buffered attack. If you do it too late, the neutral frames between initiating the jumping attack and landing on the ground are translated and the buffer may be executed late. Ideally, you always want your buffered attack to come out as soon as your character recovers to be the most effective. If your opponent uses a reversal with a screen freeze, the buffered is cleared and this is a non-issue.
Safe Jump 1: bwd throw, fwd dash, j. SJ2 avoids ex. Super [ ]Yun - ex. These have to do with the one fireball per character rule. Some characters like Sagat, Guile, Chun-Li, and Ryu, can only have a single fireball on the screen at once and they can use this to their advantage. Often when you see someone spamming fireballs, then you TAP through one and they whiff a st.
Some characters can buffer fireballs at just the right times to punish attacks that take the fireball out of play. For example, Sagat can buffer in a low ex. These are only activated when you take them out of play by moving the screen or absorbing them. These projectile option-selects also work with Super and ultra based fireballs e. One of the main things players want to know when doing option-selects is how do you know you did it right?
If recording a safe jump, a 5f safe jump off of cr. Some tips to remember: [LIST] [ ]Always look for the reversal window signage when testing wakeup-specials. Super Adon, Blanka to test and get the desired effect. For example if an opponent wakes up with a reversal you can condition yourself to punish that reversal with a block or an attack in general.
Option-selects go hand in hand with knowing what your opponent can do and knowing when to use it. You can also force your opponent to make a decision to burn meter to punish you or attempt to punish if you feint.
And as far as overall player tools, this is a drop in the bucket and nowhere near as important as footsies or pattern recognition. It really helps shut some characters down like Dudley who can only offensively beat the setup with ex. Some characters have much fewer options to beat meaty cr. From a gameplay perspective, you can mix up using just the meaty and using the option-select, since their attack, that would actually beat the meaty is inherently unsafe Zangief ex.
You can mix the two and make them have to guess; the end result being that they always block on wakeup. He can set it up from any invincible recovery.
You can do these setups and change your dash timing slightly to get the same affect but be in front instead of behind, these are resets from Vanilla that Jay Wang made a table on. This option-select is useful to bait out slow invincible reversals and has the most use for Dictator.
This will punish MOST backdashes specifically, if you notice or guess that your opponent is going to backdash you can do this and punish the backdash with a full grounded ultra. Alternatively, if you think the opp is going to wakeup with an armored attack you can buffer in a special for a two-in-one or invincible follow-up cr. This is a frame trap and a setup made to catch counterpoke attempts by the shoto crouching forward cr.
A blocked sweep places you just out of reach for most crouching forwards thus you can punish with this option-select where if they do nothing the attack will whiff, but if they cr. This can also be used to beat armored attacks, both on wakeup, and during blockstrings where an opp will try to focus absorb and release to catch cr. Viper [bwd. This option-select can be applied using setups from meaty cr.
The st. A buffered cl. Obviously this will lose to hp. It mainly works because of the spacing of the jump-in. The safe jump will still safe jump her U1. Makoto can also reversal super to avoid the jump in and prevent the buffered grab from coming out. Mid-screen, Balrog has an impossible time of punishing her backdash, buffering in a forward dash can help you maintain the pressure and push her closer to the corner safely. In general, boxer is relatively even after buffered forward dash since he has 4f of grounded landing recovery, her backdash being 22f and his fwd dash being 18f.
A must read for anyone who attempts to understand OS. As someone somewhat new to the game I find this information very useful and easy to understand. Thank you. Please change the font in the posts after the first… The white is impossible to see on the Light theme. I would have liked to wait a bit longer, but it was a really long project i was looking forward to being finished with.
Its definitely more fun applying the knowledge than all the lab work associated with it, sometimes. That removes the text formatting, but not the bullets, indents, and things like that. How to dash punch? Optimizing combos. The input is literally:.
LK will come out as standard if you try to throw while crouching but this makes for a very beneficial situation. If your opponent attempts to throw you, you will tech it, and if your opponent drops a block string, you will perform a Cr. LK to interrupt it. There is more to it than that however.
The input is literally. You must time your Crouch Tech as your opponent strikes your guard. A common misconception is that if you mash it, you will get more oppertunities to tech. This is absolutely wrong.
LK in the first place. Opponents will often switch the timing of their attacks in order to catch your Crouch Tech — and this would be a Frame Trap. For Ryu, Cr. A little tweak Ryu players can make is changing the input to:.
This will make Cr. MP come out as the normal of choice instead of Cr. MP is a much stronger normal as a tool alongside Crouch Teching. It comes out in the same number of Frames, does more damage, can convert into Sweep easily on counter hit, good hitconfirm, has a higher hitbox so you will connect with opponents who are using Divekick pressure or frame-trapping using EX Tatsu for example. Unfortunately, accessing this button on the normal control scheme on an Xbox controller is the worst kind of pain.
I may change my button config for this as Rufus is a pain in the ass once he gets going. An offensive option usually Okizeme that allows for choosing between a string and or a sweep, depending on whether they backdash or not.
This will be your main option to counter those who can escape very safely with backdash. Once you answer with this consistently, they will have to think of other options. Inputs for this is essentially are:. Meaty Cr. HP xx Hadoken As an example — not limited to this. Best example of a situation to do this is after a Sweep or Throw has connected. You get the hard knockdown and you move forward for pressure on their wake-up.
Your are expecting them to backdash so you go for this. The idea behind this is that if the Cr. The resulting series will have Cr. LP on block or hit. From there you can convert into whatever you like. I quite like the idea of the series above because it is safe and still deals moderate damage on block. If the opponent Backdashed as a wake-up option — the Cr. LK will whiff due to the invincibility on backdash, and the next Cr.
LP can no longer be chained. Move priority is introduced due to the lack of chain series and your Sweep has higher priority than Cr. LP — so Cr. HK comes out. If they backdash — the series will look like — Cr. And the Cr. HK will connect for an untechable knockdown and a potential safe jump situation — maybe even the same thing again?
This is likely what the OS Sweep will look like if successful. Expect it after some aggression though. Characters with solid backdashes will likely want to or characters who want to be away from Ryu. Go for it, demonstrate that you have an answer to their backdashing, then approach them with similar looking situations if not the same one. Conditioning your opponent is very important here. It goes toward making their options feel extremely limited. The jump itself will no longer be safe to every wake-up option, and you are calling out a particular wake-up option for punishment.
Be sure that this is going to work though before you do it. So long as the HK will connect Meaty, you are good to go. The safe-jump is usually:. When doing your safe-jump, you are going to be buffering the normal or special behind the hitstun of the J. HK you are performing. Try and time the button press to complete the buffered input in the timing of when the initial J. HK will connect. In principle, if the J.
Understanding the opposing characters wake-up options and the viability of each is required here. Do not approach in this fashion if they have meter and are looking for it. Cross-up tatsu is a good alt. Most of the below ones are Armoured Reversals. They will negate the option select due to the armour or beat the safe-jump. Probably for the better for some of these to be honest. Just remember when and where you can use these next ones. Also — there are characters in the cast who wake-up later than the rest of the cast — you will have to manually delay your safe-jump by 1 Frame.
This is still possible from a safe jump. HK and ta-da, option select. Loses to most if not all invincible Wake-Up reversals. Works well against low invincibility reversals and moderately slow start-up like EX Soul Spiral. Extremely useful in the Rose match-up.
Just a note there. Once again, great for backdashes, and more. Teleports can be an almost free escape for some characters, so shutting that down is a very strong option. OS Tatsu does that. For example, M. In this situation, we are expecting an escape like this.
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