What's new

Universal hit confirming OS

deathgun

Mortal
Topic created by CF_Marvelous, Im posting it because he cant post yet, his account seems to be too new for that:



Hey guys, there is something useful i discovered.

I was training my hit confirming, and due to the small input window for the special moves, i thought it was better to
do it by inputing all the string and removing the special move from the buffer pressing a direction if i see the block animation, and it worked
really better for me.


But then i found out something else...

it seems to me that the game freezes a little longer when a move is blocked, so the window to remove the special move from
the buffer becomes a little larger in that case. And it becomes possible to do a hit confirming OS for every character.

Here's an example:


 

Krackatoa

BEES? BEES!
In interested! However its really hard to see your inputs. Mind zooming in on them?
Press any direction or button once the on-hit special cancel window has happened and it'll work. Thank NRS' janky ancient dial-a-combo input system. The window is about 2-3 frames wide, and universal across all moves with hitstop on block (See: Every move in the game).
 

Bidu

the CHILL of DESPAIR
Thanks for sharing the discovery, Marvelous! Will you teach me this shit with details when we meet? :D
 

Krackatoa

BEES? BEES!
That doesn't sound like actual option select or am I missing something?
It's technically an option-select (The best kind of option-select!). You're inputting a sequence that does something different depending on what your opponent does. This isn't just a simple special cancel, since it requires you to input one extra input.
 
Yeah this is well known and incredibly useful. With the other (more than just slightly borked) OS being removed this is going to be quite important.

It is good to get used to doing this with every string, hit or block

To get it only on hit, input the special early and invalidate it with another input before block. (can be difficult with some strings)

To get it only on block, input the special late such that it wouldn't come out before the hit connects. (pretty damn easy for most strings)
 

Barrogh

Meta saltmine
It's technically an option-select (The best kind of option-select!). You're inputting a sequence that does something different depending on what your opponent does. This isn't just a simple special cancel, since it requires you to input one extra input.
Ah, I see. I thought it works differently. As it was stated earlier, some of OSs are being patched out, maybe this one will be removed too.
 
I doubt this will be removed to be honest.

In fact the only 3 ways I could see it being removed would require engine changes.

1) shorten hitstop on block/increase hitstop on attack
2) Pressing another direction doesn't invalidate specials <- most likely to actually happen but would only remove the on block OS not the on hit
3) increase the window for special cancels in general to encompass some recovery frames <- while this is how other fighters work, MK9 and injustice don't work that way do they?
 

Circus

Part-Time Kano Hostage
I posted the on block version in a Jax thread yesterday thinking it was only Jax specific lol.

The on hit one is AMAZING. Great find. This might just get patched out, but I'm seriously unsure how theyd go about it. It's incredibly useful but not downright broken (For now)
 
Last edited:
Can you explain this in a more clear way ? I'm so lost
I explained just a few posts above you...

"To get it only on hit, input the special early and invalidate it with another input before block. (can be difficult with some strings)

To get it only on block, input the special late such that it wouldn't come out before the hit connects. (pretty damn easy for most strings)"

So for example, if you want a db1 special on hit but not black, input db1 short delay forward. If you want it on block but not hit, just input it late.
 
I'll use sub To explain. The inputs would be b12××iceball.
if you notice they blocked b12 simply hit forward and the iceball will not come out leaving you safe.
It's not like that. It would be not an option select.

There are 2 facts that make this OS possible:

1- The game freezes a little longer when a move is blocked than it does when the move hits the opponent.

2- You can remove a special move from the buffer by pressing a direction.


Since a blocked move causes the game to freeze a little longer, it makes the window to remove a special move from the buffer a little larger.
So you can input a string and a special move, and after that, you can press a direction in a timing that the special move will only be removed on block. You don't need to react to anything, just press a direction in the right time.

Also, you can do everything above and finish the string after inputing the special move. And in the case of block, the special is removed and the next hit of your string comes out.

And there's another option select that causes your special move to come out only on block. For that, you just have to time it later, when the window to do a special cancel will only be opened if the move is blocked.
 
Last edited:

x TeeJay o

Canary Cry Gapless Pressure
So write out an example of what you would actually press with let's say kitana ... Is it Any string that works with it or ???
 
I did, I'm still a bit confused I'm still learning all of this a a fast rate ... no need to get all testy guys
Not testy just writing the same thing over and over.

Maybe someone should make a better quality video? Might help those that aren't understanding the text explanations.