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OM frame stats / what do you use OM for?

Discussion in 'Dojo' started by KoD, Mar 20, 2007.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    I try doing OM in small disadvantage situations...what seems to actually occur is 1) successful DM (hear the sound effect) to 2) OM.
     
  2. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Could this simply be in situations where a normal evade would also work? Succesfully evade something out of disadvantage and then turn that evade into an OM? Or can you do that?
     
  3. Pai_Garu

    Pai_Garu Well-Known Member

    I think it is possible to do this but it is not practical at all. This is simply due to the fact that you have no way to tell what the opponent is going to do next, and also the variable timing nature of evade itself.

    There is a similar example though, if you watch recent match clips featuring Koedo's Kage. He will do DM, and then OM K if the opponent is doing a string.

    I think already, if you watch videos of VF5 matches, even the ones on the disc itself, you can get a good idea of how to use OM here and there.
     
  4. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    yup, im not thinking about practicality at this point, just trying to figure out how the system works. I guess the textbook way could be to use it like Koedo does on reflex, or situation and characterdependently as a flowchart option in certain small advantages?
     
  5. Pai_Garu

    Pai_Garu Well-Known Member

    This is the way that I think about OM. Of course, it might not be the right way...
     
  6. Jerky

    Jerky Well-Known Member

    Hi guys, I just wanted to add that there are also guaranteed situations where OM /forums/images/%%GRAEMLIN_URL%%/k.gif hits for side crumple.

    Ex: after defending Kage /forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/f.gif/forums/images/%%GRAEMLIN_URL%%/p.gif+/forums/images/%%GRAEMLIN_URL%%/k.gif+/forums/images/%%GRAEMLIN_URL%%/g.gif one can go into OM /forums/images/%%GRAEMLIN_URL%%/k.gif for a side crumple.
     
  7. KiwE

    KiwE Well-Known Member

    Nice find Jerky
     
  8. Tricky

    Tricky "9000; Eileen Flow Dojoer" Content Manager Eileen

    I'm just gonna keep playing around with OM. It seems like it'll be good for ring out combo's
     
  9. Dandy_J

    Dandy_J Well-Known Member

    OM can be used for a hard to fuzzy mixup, since you can delay the P/K after you activate OM. It is similar to strings like Jacky's P4K. Jacky can do a P and then use the 4K followup as a mid that comes much sooner than following P with an immediate elbow, so it will hit a fuzzy guarder.

    OM in this case acts like the P, setting up the situation. You can either wait a moment and P/K, or OM and immediately throw. Pressuring after a tech roll with this is effective.

    In my opinion this is OM's most critical use, especially for characters with no low throw, fast effective lows, or other good ways of beating fuzzy guard. In VF5 the most common defensive situation is now the fuzzy/open mixup rather than the forced guessing game, and OM is a great tool to have in that situation.
     
  10. DancingFighterG

    DancingFighterG Well-Known Member

    Yo, this is DancingFighterG. Dandy_J, what do you mean by most common defensive situation is now fuzzy/open mixup rather than the forced guessing game? Maybe I'm not understand exactly?
     
  11. KoD

    KoD Well-Known Member

    PSN:
    codiak
    A lot of mid attacks in VF4 were in the -4 to -6 range on block. Throws were 8 frames, so you didn't have time to crouchdash under them; its a forced choice between throw and mid.

    In vf5, lots of mid atacks are still -4 to -6, but since throws are 12 frames, at -5 or -6 its really easy to crouch or crouchdash under them and then hit G to block attacks.
     
  12. jherb5000

    jherb5000 Well-Known Member

    Does it take a frame to guard?
     
  13. Dandy_J

    Dandy_J Well-Known Member

    Nope.

    In VF4, if you were at -1, you could hold 2g and be able to crouch a throw, and at -2 you could do the same if you buffered a crouch dash. So fuzzy guard was used in these situations - 1. After doing a move that leaves you at -1 or -2, 2. After doing a move that leaves you crouching (no matter the disadvantage), and 3. Out in the open (ie nothing has happened yet). Most moves in VF4 were -3 or more on guard, so most of the time you got something blocked, you were 'forced' to do something other than sit and guard.

    In VF5, throws have been made 4 frames slower. So now you can crouch throws at -5/-6 respectively. There are many, many moves that are -6 or less, so you can just use fuzzy guard and not worry about using evade/throw escapes or property moves etc, because fuzzy guard is by far the safest option.

    By fuzzy/open mixup, I mean the mixups that are used to beat fuzzy guard; when there is no forced attack/throw guessing game. So fast lows, low throws, k~g cancels, OM -> delayed followup, cd~g cancel fake outs and so forth are necessary to break someone's fuzzy guard.
     

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