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Option Select Help

MJfan725

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Self explanatory, need help understanding option selects in Melee. Thanks.
 

Cool

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This is self explanatory?

Um, what do you mean by option selects?
 

Stride

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This is self explanatory?

Um, what do you mean by option selects?
It's a common fighting game term.

From the first Google result for "define option select":
Option Select refers to combinations of buttons that will result in a different action depending on what the other player is doing. One example is crouching and pressing light kick and light punch, which would perform a throw if you were standing. If the other player tries to throw you while doing this then you will tech the throw but otherwise you will perform a crouching light kick.

With the exception of DI/SDI/ASDI, there aren't many true option selects in Melee. One option select that comes to mind is: when the opponent is on the ground after a missed tech you shield when you see them get up, then shieldgrab immediately; if they stood they'll get grabbed, if they did a getup attack then you will powershield it and are able to perform a punish from there (the shieldstun from the getup attack will eat the shieldgrab input). The Florida Falcons explain it here: https://www.youtube.com/watch?v=8P72GQqvjIU&t=13m17s

Other option selects:
• DI/ASDI in general; if you get hit you'll DI/ASDI, if you don't then you'll just do whatever that directional input would otherwise have accomplished (crouching, drifting in the air, nothing, etc.).
• Inputting a forward tilt with a diagonal downwards control stick direction so that you'll ASDI into the ground during it.
• Teching and ASDIing/SDIing during a recovery move so that if the opponent hits you out of it you'll tech, and if they don't then the tech input simply won't have any effect (besides activating the no-tech period, but that's rarely relevant).

There are also pseudo option selects, where you can perform certain things in such as way as to make the input more lenient, or have a less bad outcome if you flub; they're not true option selects since they don't change in response to your opponent. One such pseudo option select is to hold shield while short hop double lasering with Fox, so that you'll shield instead of doing a standing laser if you miss the jump or input the laser too late, but just perform the technique as normal if you don't mess up. Another is to jump on the frame that you input the dash back for a pivot grab; meaning that you'll do a normal pivot grab if you time the grab correctly, but will do a jump cancel grab if you don't (which is better than the dash grab you'd end up doing without this method).
 
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MJfan725

Smash Apprentice
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Mar 1, 2015
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So basically it is you do an input which can be regarded as one of multiple things depending on the opponent. Would that be correct?
 

Cool

Smash Journeyman
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Apr 15, 2015
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SoCal
It's a common fighting game term.

From the first Google result for "define option select":



There aren't many true option selects in Melee. One that comes to mind is: when the opponent is on the ground after a missed tech you shield when you see them get up, then shieldgrab immediately; if they stood they'll get grabbed, if they did a getup attack then you will powershield it and are able to perform a punish from there (the shieldstun from the getup attack will eat the shieldgrab input). The Florida Falcons explain it here: https://www.youtube.com/watch?v=8P72GQqvjIU&t=13m17s

Inputting DI/ASDI could be considered to be an option select, depending on your definition; if you get hit you'll DI/ASDI, if you don't then you'll just do whatever that directional input would otherwise have accomplished (walking, crouching, drifting in the air, etc.). The same applies to things like inputting a forward tilt with a diagonal downwards control stick direction so that you'll ASDI into the ground during it.
OH. Thank you man.

I wasn't aware of the term because I don't play other fighting games.
 

MJfan725

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Mar 1, 2015
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Nah, I don't like the set combos and such. Thats probably why I love smash. Thanks for all the help guys!
 

MJfan725

Smash Apprentice
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MD
Yeah, but what I mean is that its not there's a list someone made up, and even if you are trapped, you can DI. At this point, the thread has been derailed...
 
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Yeah, but what I mean is that its not there's a list someone made up, and even if you are trapped, you can DI. At this point, the thread has been derailed...
Combos in fighting games aren't often explicitly written in to the game, if that's what you mean. Combos are based on formulas. Usually moves can get canceled into other moves and sometimes they're done by timing button presses so that the next move starts within a few frames after the previous one. If they're done right, the next moves would hit the opponent before their hit stun expires. There are target combos, which are explicitly written into the game. In SF, most characters only have 1 of them

There are several fighting games with combo escape mechanics. UMVC3 has TAC escapes, KI3 has combo breakers, and ArcSys games and SG have bursts. Just some examples
 

$alsa

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Aug 4, 2014
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Yeah, but what I mean is that its not there's a list someone made up, and even if you are trapped, you can DI.
I dunno dude, I got a chance to play friendlies with Hax$ at Otafest 3 and as soon as he touches you it's guaranteed 0-death r.ape
 
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D

Deleted member

Guest
It's a common fighting game term.

From the first Google result for "define option select":



There aren't many true option selects in Melee. One that comes to mind is: when the opponent is on the ground after a missed tech you shield when you see them get up, then shieldgrab immediately; if they stood they'll get grabbed, if they did a getup attack then you will powershield it and are able to perform a punish from there (the shieldstun from the getup attack will eat the shieldgrab input). The Florida Falcons explain it here: https://www.youtube.com/watch?v=8P72GQqvjIU&t=13m17s

Inputting DI/ASDI could be considered to be an option select, depending on your definition; if you get hit you'll DI/ASDI, if you don't then you'll just do whatever that directional input would otherwise have accomplished (walking, crouching, drifting in the air, etc.). The same applies to things like inputting a forward tilt with a diagonal downwards control stick direction so that you'll ASDI into the ground during it. There's also teching and ASDIing/SDIing during a recovery move so that if the opponent hits you out of it you'll tech, and if they don't then the tech input simply won't have any effect.
Did not know that! Thanks man!
 

Fortress | Sveet

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I definitely consider DI to be an option select. Its important to think of it as such in matchups such as fox vs puff, where left/right DI needs to be option selected in case of grab->uthrow

There are a lot of option selects you can get if you start pressing buttons quick enough, especially with fox. Shine (down+b) options selects crouch cancel and ASDI down. Eg, if you did the input down b -> jump -> nair, you could get hit around the shine section and still get the jump -> nair.
 
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Manaconda

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Jun 13, 2015
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Either I don't know what option select is or most of this thread doesn't know what it is, but the people in the following thread are bound to understand it very well.

http://forums.shoryuken.com/discussion/173350/option-select

"It's playing rock and scissors at the same time."

From what I understand and what I read in this FGC thread, an option select means that you enter 1 or more inputs in a certain range of frames (they called it 'hitpause' in the thread above) in a certain situation. Then, depending on what your opponent does, the outcome may be different.

As a made-up example: Suppose that you're in shield and Peach comes down on you with an FC fair, but it's not frame-perfect. Now you're in shield stun. Imagine that there is a set of inputs you could do while in shield stun that would cause the following to happen: If Peach decides to jab or downsmash, you end up holding shield and block the incoming hits, but if she decides to go for a grab, you end up rolling out of shield and avoiding the grab.

FIRST, all your decision-making happened while you were in shield stun. SECOND, Peach decides to perform a certain action. THIRD, depending on what action she chooses, you act differently.

If my understanding of option select is correct, then as far as I know Melee doesn't have many. The one about shielding, and then shield-grabbing an opponent getting up sounds like it is one, but I haven't seen that video so I don't know for sure.

I definitely consider DI to be an option select. Its important to think of it as such in matchups such as fox vs puff, where left/right DI needs to be option selected in case of grab->uthrow
I don't think this counts as an option select because you can't input both left and right when you're grabbed AND have the outcome change depending on how your opponent throws.
 

Fortress | Sveet

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Its an option select because you dont know whether your opponent will grab or not. In the case they do, you are holding a direction and DI the throw. If they don't, you get another outcome depending on your specific button inputs.
 
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