Another form of option select is buffering inputs: example Ryu's crouch medium kick to hadoken. Ryu (pressing down) crouch medium kick (let go of the Vpad for neutral position, (click SP very fast or if you play off move to down forward, forward press p) If the crouch medium kick whiffs and done correctly the hadoken will not come out. If the crouch medium kick is blocked or it hits a hadoken will come out.
But logically, if the first Rekka trades how are you supposed to mash the second Rekka then Ultra then Rekka again. All this scenario is performed in the training room using some pre-saved commands which comes automatically. But in a real fight, if your opponent trades with your first Rekka, then you don't have space to continue mashing Rekkas. Am I right. And if he blocks the first Rekka, Fei has the priority to continue mashing the second and third Rekka while the opponent is blocking which will be useless. Have anyone tried this in a real fight. I think I have seen this trade off scenario with me sometimes, while smashing ex-rekkas in real fights, and I have never thought about following it up with an Ultra. But they were coming out just by luck when my ex-rekka trades with my opponent attack, and he will be in a temporary stun condition, which I was following it up with 3 normal Rekkas.
Let's forget for a moment about cr.LK x2, which isn't very important here and it's just the frame trap. The inputs are: SP, P, Ultra, SP. First, you press SP. By pressing SP, you get the first Rekka: First scenerario: first Rekka doesn't trade. The next input is P, which is the second Rekka. Then we have the Ultra, SP, but since the Rekka is still active, the game will forget about your Ultra input (of course Rekka won't be canceled into Ultra ) and follow your second Rekka with your third (SP input). Second scenerario: first Rekka trades. Now, here you won't get the second Rekka (P input). Why? Because you were in hitstun while the button was pressed (remember that your Rekka traded with the opponent's move). You can't use any moves while in hitstun, so the game will forget about that input. BUT then we have the Ultra input. Since it comes after the hitstun, in this case you'll get Ultra after the first Rekka. I hope I explained it well. This actually can happen in a real battle, but as I said, with this you must be sure that the first Rekka will at least hit the enemy. Otherwise go for Rekka, Ultra everytime you want to use a Rekka. If blocked, you won't get the second and third Rekkas, and on trade you'll get Ultra after Rekka, but on clean hit you won't get three Rekkas. OS are actually used in tourneys and such by the pros. That's how they manage to tech that many throws and avoid dropping combos whenever they have the chance to start them (also by using P-linking and other things I don't understand at all).
If a rekka trades with a normal (ex or normal) you can continue to combo with another rekka. Ultra 1 for fei long start with rekka, so it can combo also after a rekka that traded with a normal.
ive tested this with a few characters but so far i can only make it work with fei coz his ultra hits so quick. for makoto st MP (frame trap) st MP, Ex hayate (OS ULTRA) i think will hit if not for the huge pushback after trade ryu cr short jab frame trap cr heavy - hado (OS ULTRA). ultra comes out slower i think. Air showed this in his tutorial video. cody cr short jabs - st P - cru (os ultra). would hit if not for the pushback KB mentioned that he can land an OS similar to this with cammy. i just dont know how. maybe he can share it when he comes online. all credit goes to him. im merely the video recorder anyone who can land this online deserves a reward. i always eat srk when i try this.
Abel: 14 Balrog: 11 Blanka: 4 Cammy: 10 Chun-Li: 7 Cody: 13 C. Viper: 7 DeeJay: 12 Dhalsim: 12 Fei-Long: 10 Guile: 7 Ken: 10 M. Bison: 12 Makoto: 6 Ryu: 11 Sagat: 10 Sakura: 12 Vega: 8 Yun: 9 (excluding grab ultras) AE frames for each
cool! i felt cody's ultra was slow but didnt realize it was that slow. the only ultra slower is abel's.
The cool thing about Abel's Ultra is that it can be used to punish FBs on reaction. Really, never try zoning against an experienced Abel. About Cody's I didn't find any good use for it outside combos. Its slow startup and short range makes it a bad Ultra against almost anything.
The hit detection on it is pretty huge [Cody's Ultra]. It has enough invincibility (14f in AE) that you do a kinda frame trap by mashing it after a blocked EX Zonk or Criminal Upper.
Oh, I thought the large invincibility was only for throws and the strike one was shorter since I can't use Akuma's Ultra just after Cody's Ultra and I need some timing. Well, that's good to know.
DROQQA found option select tech w/ Balrog/Boxer a while back, but technically harder to do. J.HK, B,B, DF.HK If the J.HK connects, the backdash will be ignored, and DF.HK gets used. If the J.HK whiffs, he'll backdash on landing. Probably applies to other characters too.
Ahhh so is THAT why you asked me about Miami? It'd be awesome to actually have folks meet up at a place and hang out!
Moo posted this on chatzy, and wow it really covers everything of why we love and play street fighter documentary on street fighter (25th anniversary)
lol saw it on Eventhubs some days ago. Also IDK if some of you play Tekken, but they also posted two videos where it's explained from what Lee's and Jackie's movies Namco got the moves for Law and Lei. They're also interesting videos.
I violated this crappy Guile and he RQs on me. Hahahaha. This guy sends me a message and I tell him that he's basically a free win for me. Another message sent. Double messages. So much win
Yeah. Haha. I can't stop nasty friend invites though. . All my messages are from players that are free. Never met a decent one of them. .