How do you go about practising option selects in training mode? Especially for the jump in option select, I have a hard time to see if it actually worked.I know you can fairly easily find out if it worked by using the dummy, but then I have to record/playback the whole time. Not really good for getting the motion in my head.
Also, if you could help me with training the other 3 "option select types" would be great too. I know the crouch LK+LP+MK (in my case) can be trained with my friend but this is I guess the easiest to train in this fashion.
Thanks!
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0 • Off Topic Disagree Agree LikeIF so, use anti air if it's in front of you, block if it crosses over you. These option selects, it's just another way of saying your able to do whatever the fuck you want at any given time.
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0 • Off Topic Disagree Agree LikeHere's a basic tutorial about option selects:
http://www.youtube.com/watch?v=aHHoGHcgK9k
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0 • Off Topic Disagree Agree LikeSo I, for instance put ken on record then start/shoryuken/start (to pause again).
Playback, unpause and have him whiff the shoryuken. Sweep on his way back.
Then do my option select setup (maybe dash back first, jumpin etc.).
I think I understand, let me know if I missed something and thank you none the less.
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0 • Off Topic Disagree Agree LikeRemember though that in most cases only Ken's MP DP is safe-jumpable in Arcade Edition, so if you're going for a safe-jump option select then record that one. Otherwise if it's an OS specifically designed to beat his 3f DPs then it's fine to use the LP or DP versions.
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0 • Off Topic Disagree Agree LikeI am still trying to wrap my head around the whole option select thing. I thought there was no option select possible if it was less then 4f right?
What I am trying to do is this, I know it is not a good OS or anything but I just want to get the concept in my mind so I figured I would try something simple:
- Jumping and do a late HK (max 4fr. before hitting the ground correct?)
- do a MK pinwheel with Juri while still airborne
- do a light kick on landing.
edit: maybe that doesn't work because mk pinwheel is a divekick while airborne
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0 • Off Topic Disagree Agree LikeI chose it mostly because pinwheel is easy to negative edge and therefore maybe easier to do in those 4 frames you have untill hitting the ground. Or maybe I should plink it? I think I cant because it will be hard to press the LK again when hitting the ground. I could always try with LP though.
Yes, I guess backdashing would be easiest to program since it has no invinsibility right? Or does it have a really short 1-2fr. invis?
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