Sorry if im not understanding but he didnt actually tell you how to do it? it seems to me like he is just reacting to the options, especially in the beginning, easiest example? what is actually going on here
That's exactly what it is. It's not complicated, it's just something people don't generally talk about in detail as most people just look at blocking as a simplistic thing, rather than something that can also be improved upon.
Could you possibly go over other option select techniques, if any, like in the other video? The overhead ki blast/reflect was really cool as well as the confirming L with M.
Compared to your other video about OS where you do LM and only the L will come out if you don't hit anything, I find this one pretty hard to understand. I see you going between standing and crouching block, but I honestly wonder if I can "know the opponent's blockstring" well enough to pull that one out. It seems very specific.
Thank you for the amazing video LK. Just curious how do you hold your stick? Reason I am asking is because I am having a hard IADing to the right just curious if their is a tech I am not doing. I turned simple dash off as well. Again thank you for these amazing videos
Hey bro love watching you play at HOC, do you have a list of generic OS that y’all use? I see constantly people dashing forward after a vanish and they called it a dash OS, do you have a video explaining this particular OS? Would you consider making a video about situations where you would want to use OS? It feels like they’re a high level staple to help you cover your bases, me being a casual player has no way to really source the info On OS, or anything deeper apart from your videos :p
I've heard tournament players and commentators refer to a "dash/guard" OS where you dash (usually on wakeup) and are able to block frame 1 but I cant find anything about how the actual inputs go, think you could shed some light on this? I know its responsible for some of the epic crossunders in the corners and some of the hilarious 2 people face plant dash into each other that I've seen at high lvl play if that helps clarify what I mean
dash OS I'm pretty sure (from experience, could be wrong) does not allow for frame 1 blocks. I believe its 4 frames after the the dash starts you can start blocking, which would make it very similar to jumps in terms of how punishable it is. In situations like when you block a vanish and it leaves you -2, you can dash input on your first actionable frame and immediately hold block which will keep you safe against 6-frame moves. The OS part of it is that you might catch back dashes and can "on reaction" punish that since back dash is -15. Even if forward dashing does allow you to block frame 1 after inputting it, the same concept applies, its meant to cover multiple options in those scrambly situations where people like to mash or bail instinctively.
You kinda have to know a little bit of frame data for your character and some general frame data. Like Bardock j.L fuzzy/2M hit a frame apart since J.L is 6f, jump startup takes 4f and there's an additional 1f startup for instant attacks/airdashes which is 11f total and his 2M is 10f. As far as airdash or assist specific mix, you have to do a little bit more math.
If they try do double over head ( not 6 m but IAD jH twice ) you can 2H them if they’re not covered by an assist or Vanish or Reflect it’s not tight without something keeping you in blockstun
Should this really be called an "option select"? When I think of an OS, I think of something more along the lines of one, uniform input that grants multiple options, like the jump heavy > ki blast/reflect OS that was discovered for SS Goku, Black and others, or something like the game-breaking OS in MK11 where you buffer an input with flip stance so that you never get an unsafe normal on block. The OS guard just seems to be using two specific inputs (in what you were showing off, high block and low block) that give different options inherently at different points as opposed to one set of inputs that will give you different options in the same point. I'm sure this sounds like I'm splitting hairs but I'm not trying to be nitpicky. This just does seem a little different than some of the other OS's we've seen.
@@ethanfarris4736 That could be true. And almost no OS is unbeatable, usually being beaten by variation. LK seems to be emphasizing that this works due to timing, that you are committing to two different options with your inputs. No matter how close those options for your opponent are, you are still doing both with separate inputs. I mentioned the ki blast/reflect OS because I think that highlights my question best. Off an HKD, you jump in with heavy and do 4S. If your opponent reacts with an invincible wake-up option, you whiff through it, land, and do a reflect. If they don't, your heavy hits or is blocked and you do a ki blast do continue momentum. In this case, there is no timing. You're doing one set of inputs and you get different responses not based on the timing of your opponent's options, or to go further their specific options, but on whatever your opponent does at that exact moment. In the OS guard example, you're still doing separate high and low blocks. They're just timed to different windows.
So! One of the things I've really been enjoying about creating content is perspectives like this. I want to clear up this exact thing because I'm sure more people are thinking along this line as well. As a direct answer, this is a relatively well-known defensive option select. The main differences between defensive and offensive option selects is that offensive option selects are generally applied in very specific contexts (like the reflect OS you mentioned) and defensive ones can be applied in far more contexts, but they have to be recognized (and thus, they can be targeted). Applied correctly, using OS guard, you should be able to defend high and low options in a sequence, which is why having high/low mix up that hits at the same time is so valuable - if you try to OS guard your way, you are pretty much guaranteed to get hit, so you have to guess.
@@ethanfarris4736 a basic example is if someone does IAD j.H vs empty IAD 2L When you see them leave the ground, you switch to stand block, then after the point you'd have blocked the j.H, you switch to crouch blocking again There's more nuance when you get into things like moves that have multiple overhead hits in a row, but that's a basic explanation
@@ethanfarris4736 a basic example is if someone does IAD j.H vs empty IAD 2L When you see them leave the ground, you switch to stand block, then after the point you'd have blocked the j.H, you switch to crouch blocking again There's more nuance when you get into things like moves that have multiple overhead hits in a row, but that's a basic explanation
What do you mean analog? I hope you’re not meaning the analog stick on a controller because that’s a bad way to learn how to play fighting games. If you mean a fightstick then yeah, essentially. The game will block both high and low depending on the high-low mixup used (not universal, I think some characters can beat this setup).
Hipster: Roxas he can play with whatever he wants, but that doesn’t change the fact that it leads to less precise inputs and more margin for error in the long run. As someone who spent years playing fighting games on analog stick before making the jump to d-pad, I just want others to avoid the same frustration of incorrect inputs.
Sorry if im not understanding but he didnt actually tell you how to do it? it seems to me like he is just reacting to the options, especially in the beginning, easiest example? what is actually going on here
That's exactly what it is. It's not complicated, it's just something people don't generally talk about in detail as most people just look at blocking as a simplistic thing, rather than something that can also be improved upon.
That bravely default music thooo thanks for the video
Nice Bravely Default music man.
I’m a bit confused on this topic. It just seems like reacting to an overhead to me.
Thank you for the info though.
Thanks for the video. My defense is not so good in this game so this is something I should practice.
Could you possibly go over other option select techniques, if any, like in the other video? The overhead ki blast/reflect was really cool as well as the confirming L with M.
@0:30 thank you. I hate the fact that it's called fuzzy guard.
I think both terms make sense but yeah I guess technically it makes more sense to call it OS guard.
Compared to your other video about OS where you do LM and only the L will come out if you don't hit anything, I find this one pretty hard to understand. I see you going between standing and crouching block, but I honestly wonder if I can "know the opponent's blockstring" well enough to pull that one out. It seems very specific.
Thank you for the amazing video LK. Just curious how do you hold your stick? Reason I am asking is because I am having a hard IADing to the right just curious if their is a tech I am not doing. I turned simple dash off as well. Again thank you for these amazing videos
Thank you LK
Hey bro love watching you play at HOC, do you have a list of generic OS that y’all use? I see constantly people dashing forward after a vanish and they called it a dash OS, do you have a video explaining this particular OS? Would you consider making a video about situations where you would want to use OS? It feels like they’re a high level staple to help you cover your bases, me being a casual player has no way to really source the info
On OS, or anything deeper apart from your videos :p
Keep in mind that this very rarely works online. The input delay variations fuck up your timing
I've heard tournament players and commentators refer to a "dash/guard" OS where you dash (usually on wakeup) and are able to block frame 1 but I cant find anything about how the actual inputs go, think you could shed some light on this?
I know its responsible for some of the epic crossunders in the corners and some of the hilarious 2 people face plant dash into each other that I've seen at high lvl play if that helps clarify what I mean
dash OS I'm pretty sure (from experience, could be wrong) does not allow for frame 1 blocks. I believe its 4 frames after the the dash starts you can start blocking, which would make it very similar to jumps in terms of how punishable it is. In situations like when you block a vanish and it leaves you -2, you can dash input on your first actionable frame and immediately hold block which will keep you safe against 6-frame moves. The OS part of it is that you might catch back dashes and can "on reaction" punish that since back dash is -15.
Even if forward dashing does allow you to block frame 1 after inputting it, the same concept applies, its meant to cover multiple options in those scrambly situations where people like to mash or bail instinctively.
The inputs are 66,4
Aka, dash forward then block. Really easy
But buffering this online is hard because you have no idea when the game has registered your inputs? Don’t wanna catch a 5L by mistiming this
The Joekage buffering it online is kind of a death sentence haha. You can get away with it above 3 frame delay though
Is there an easy way to test if the high low hits on the same frame i.e to test if your mixups are true 50/50s
You kinda have to know a little bit of frame data for your character and some general frame data.
Like Bardock j.L fuzzy/2M hit a frame apart since J.L is 6f, jump startup takes 4f and there's an additional 1f startup for instant attacks/airdashes which is 11f total and his 2M is 10f.
As far as airdash or assist specific mix, you have to do a little bit more math.
Jin Gale hope all your 50/50’s are as clean as that answer. Great reply!
@@solecaliber5549 does super jump startup differ from normal jump start up?
@@solecaliber5549 also is it a worse mixup if you do 2L instead of 2M for the fuzzy since 2L hits earlier
@@kelkapel it's a better mixup with less reward
What about IAD double overhead vs IAD empty low?
If they try do double over head ( not 6 m but IAD jH twice ) you can 2H them if they’re not covered by an assist or Vanish or Reflect it’s not tight without something keeping you in blockstun
The Joekage I think OP meant the j.m, j.l double overhead thing, instead of the traditional IAD j.H
Ccs D yeah that‘s what I meant
Should this really be called an "option select"? When I think of an OS, I think of something more along the lines of one, uniform input that grants multiple options, like the jump heavy > ki blast/reflect OS that was discovered for SS Goku, Black and others, or something like the game-breaking OS in MK11 where you buffer an input with flip stance so that you never get an unsafe normal on block. The OS guard just seems to be using two specific inputs (in what you were showing off, high block and low block) that give different options inherently at different points as opposed to one set of inputs that will give you different options in the same point.
I'm sure this sounds like I'm splitting hairs but I'm not trying to be nitpicky. This just does seem a little different than some of the other OS's we've seen.
@@ethanfarris4736 That could be true. And almost no OS is unbeatable, usually being beaten by variation. LK seems to be emphasizing that this works due to timing, that you are committing to two different options with your inputs. No matter how close those options for your opponent are, you are still doing both with separate inputs.
I mentioned the ki blast/reflect OS because I think that highlights my question best. Off an HKD, you jump in with heavy and do 4S. If your opponent reacts with an invincible wake-up option, you whiff through it, land, and do a reflect. If they don't, your heavy hits or is blocked and you do a ki blast do continue momentum. In this case, there is no timing. You're doing one set of inputs and you get different responses not based on the timing of your opponent's options, or to go further their specific options, but on whatever your opponent does at that exact moment. In the OS guard example, you're still doing separate high and low blocks. They're just timed to different windows.
So! One of the things I've really been enjoying about creating content is perspectives like this. I want to clear up this exact thing because I'm sure more people are thinking along this line as well.
As a direct answer, this is a relatively well-known defensive option select. The main differences between defensive and offensive option selects is that offensive option selects are generally applied in very specific contexts (like the reflect OS you mentioned) and defensive ones can be applied in far more contexts, but they have to be recognized (and thus, they can be targeted). Applied correctly, using OS guard, you should be able to defend high and low options in a sequence, which is why having high/low mix up that hits at the same time is so valuable - if you try to OS guard your way, you are pretty much guaranteed to get hit, so you have to guess.
@@ethanfarris4736 a basic example is if someone does IAD j.H vs empty IAD 2L
When you see them leave the ground, you switch to stand block, then after the point you'd have blocked the j.H, you switch to crouch blocking again
There's more nuance when you get into things like moves that have multiple overhead hits in a row, but that's a basic explanation
@@ethanfarris4736 a basic example is if someone does IAD j.H vs empty IAD 2L
When you see them leave the ground, you switch to stand block, then after the point you'd have blocked the j.H, you switch to crouch blocking again
There's more nuance when you get into things like moves that have multiple overhead hits in a row, but that's a basic explanation
@@ethanfarris4736 your description included phrases like "in less than a frame" that are totally unnecessary
soooooo.... just throw the analog up and down random to block high and low
or am i misunderstanding
What do you mean analog? I hope you’re not meaning the analog stick on a controller because that’s a bad way to learn how to play fighting games.
If you mean a fightstick then yeah, essentially. The game will block both high and low depending on the high-low mixup used (not universal, I think some characters can beat this setup).
yea the stick lol
James Spencer playing with the analog comes down to comfort and preference. Don’t let anyone tell you otherwise.
Also, yeah. You just go down and up
Hipster: Roxas he can play with whatever he wants, but that doesn’t change the fact that it leads to less precise inputs and more margin for error in the long run.
As someone who spent years playing fighting games on analog stick before making the jump to d-pad, I just want others to avoid the same frustration of incorrect inputs.
Why is your audio so trash?
It’s consistently difficult to make out your _Slurs_