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Reversal/Jump OS

alexpi

Your waifu sucks
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So, I've been seeing some new tech out of the Japanese players, but since my skill with their language consists of google.translate, there's a bit of a language barrier.
If I'm reading the inputs right, you're inputting a tiger knee reversal except you hit the attack buttons before you go to the up-portion. The game's lenient enough on inputs that it can read it as a jump attack. If I'm understanding the system correctly, what's happening is that if your opponent goes low, the game will try to put you into the pre-block that a low attack causes, but then see the reversal input and put that out since you didn't leave the ground. If they throw, you just jump out of it. One thing that confuses me is that there's a Peacock one that seems to beat low, throw, and stand overhead, but loses to stand jab and (amusingly) dash up level 3.

The thing that I don't know is how useful these are in game. I suck, so I don't know, but some seem really strong (Fukua j.hk/hk drill or Painwheel armor MP/j.mp). My inputs are sloppy as fuck, so it'll be a while before I have any chance of pulling these off consistently enough to even practice against/with them. Is there anyone less bad than me that can talk about these?

Oh, and as an example




 
Ok lol This is actually really easy. So I'm gonna use anime notation to explain this a little easier. I just tested this with Fukua and this is how it works and how you do it. I input the following 216987 hk. When I did this I got either drill or j.hk based on wether or not I put Fukua into preblock by pressing a button. So basically do 3/4 of a 360 and press a button. If you are put into preblock you can't jump and throw out a move if your not put into preblock you jump back
 
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I remember seeing Dime talking about some OS's like this before (pretty sure I saw him mention the PW j.MP one and maybe the tag one).

Also, it doesn't have to be a low since all attacks cause preblock. The armour and tag ones are just upback and then j.MP/HP/tag input quickly afterwards and they work based on the same principle.
 
Also can Os with DP by inputting 6236987 +button. Just tested with Filia
 
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So how useful is it in actual play? It loses to air throw, but can you just mash it out during block strings? I mean, do you have to be precise or can you mash out pseudo 360s and beat mixups?
 
So how useful is it in actual play? It loses to air throw, but can you just mash it out during block strings? I mean, do you have to be precise or can you mash out pseudo 360s and beat mixups?
You can't mash it. It's not a super precise motion but it has some execution. The big thing it's useful for is if you notice the opponent is going low or throw ALOT. The other thing it loses to is cross up on wake up. To me it's just another tool just like up forward is.
 
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Josh is not making any sense...

What's happening in that video is not that complicated, he's just upbacking and then inputting the reversal REALLY fast, so if he's not put in preblock while upbacking he'll jump and do a normal, and if he is put in preblock the reversal will come out because he's stuck to the ground. The input for it is just 7214PP.

Taking fukua's c.lk as an example, it has 7f of startup and you have 4f of prejump when a special will still come out in the ground after you input it. Considering you can do a frame perfect 7214 PP input (which is 5 frames, in order to not get the lv3 before leaving the ground), in a situation where the opponent hits c.lk on the same frame you hit 7, your lv3 will start only 2 frames before the c.lk becomes active, so if you're only three frames late on your frame perfect input you'll just get hit (or block it if connects on the frame you're holding 1). And that's already considering the opponent started his input on the same frame you did, which is not very likely to happen if they didn't do anything that left them negative (and in which case you could just hit a button before they do!).

I don't think there's any practical use for this at all, but as lex said, one thing you can do is upback+button and tag, since you can tag with a single, non-directional input, it's usually possible to time it so that you can get it most of the time you're put in preblock, even though it still loses to meaties.
 
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7214? I thought it was just a tiger knee input with a bit of a faster PP, 214(PP)7
 
This is what I'm talking about. It's a hell of a lot more safe then the lvl 3 OS
 
This ain't bad, but it straight up loses to jumpins (don't cause grounded preblock) and airthrows, as well as assist calls.
 
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This ain't bad, but it straight up loses to jumpins (don't cause grounded preblock) and airthrows, as well as assist calls.
Yeah it's mainly just to beat low throw game
 
Yeah it's mainly just to beat low throw game
It also loses to nearly every invincible grounded move, since they cause preblock and then get superflash frozen and beat the super...which is even BETTER because you can force someone to completely waste their bar on something punishable, and combine it with an assist to get a full conversion or be safe if blocked. (ex: Pillar+L Bomber, or Updo+LnL.)

I like this OS, it's super easy to beat and doesn't cover the options I use. ;^)