![]() ![]() ![]() One of the most useful counters to this is a 3-hit light confirm where the second hit is a low. Command throws also generally beat this OS due to having longer range than normal throws, though depending on startup they may also lose to normals. This, of course, will lose to challenging with normals, creating an RPS situation. If the attacker in this scenario simply walks forward slightly, they can still throw their crouch blocking opponent. This isn't an OS without weaknesses obviously. By simply walking back for a few frames, then crouch blocking, you can take yourself out of range to be thrown, stay safe from frame traps, and still be able to block low medium attacks. However, most of these moves push the opponent out far enough for them to OS your strike/throw mixup. In Street Fighter 5, most characters have at least one light attack with frame advantage that leaves the opponent in throw range. The additional hitstop can make reacting to a crush counter and canceling possible, but the option select removes the need. There are not many crush counters that are also special cancelable, however there are a few such as Chun-Li's b+HP, and Blanka's HP. If a crush counter occurs, the buffer window is moved later meaning the special occurs inside of it, and it cancels into the special. If no crush counter happens and the move is a normal hit or block, the special occurs after the buffer window so nothing happens. Using a crush counter move that is special cancelable, and entering the 2nd special later than normal, this can cause a move to only come out if a crush counter occurs. This also causes the buffer window to be extended. When a move performs a crush counter, it inflicts a large amount of hitstop than a move normally would. If the second move can cancel into the third move, the buffer window should not be immediate for the second move otherwise you may risk canceling into it if the opponent did not V-Reversal.įor a more detailed visual example, see Infexious's Option Select Guide starting at 3 minutes 53 seconds.Ī slightly different variation on using hitstop to cause different results, this time using Crush Counters.If it is too long, such as Bison's HK, then the player will not be able to recover in time to perform the third input. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |