Disclaimer
First draft, to be proof read… Please provide feedback on twitter.
Logic
This OS combines the easier yet still difficult way to get FDIB on meaties on your rise up with general fuzzy defence mechanics. If you press-and-hold two buttons while knocked down while your lever is in neutral position, the FDIB execution becomes easier as you avoid having to time the button press for the FD as you go to down-back.
The input consists of three steps:
- press-and-hold two buttons while knocked down while your lever is in neutral position.
- input block (down-back or back) on your rise up* and then release the two buttons.
- input the fuzzy option as your rise up throw invulnerability ends**
* IB and FDIB window = 2 frames
** Rise up throw invulnerability = 5 frames
Example 1: FDIB back dash fuzzy
Step 1: press-and-hold two buttons while knocked down while your lever is in neutral position.
Step 2: input block (down-back or back) on your rise up* and then release the two buttons.
Step 3: move your lever to back as your rise up throw invulnerability ends**, press the back dash button, and then return to down-back.
Counter-measures (examples):
- Delay low (4-5 frames) to hit the opponent during their back input.
- Wait (5-6 frames) and let their back dash be performed and punish it.
- Delay your meaty 3 frames to negate the reversal IB timing, resulting in a non-IB block.
Comment about Sol 2K2D: this particular string was used to practice the input. Going from down-back (and button realase), to back (and back dash button), to down-back again, should be done in a quick and smooth motion. If you get tagged by 2D you are probably off in your execution.
Example 2: FDIB throw break FD fuzzy
Step 1: press-and-hold three buttons (D + two other buttons)*** while knocked down while your lever is in neutral position.
Step 2: input block (down-back or back) on your rise up* and then release the two buttons.
Step 3: move your lever to back as your rise up throw invulnerability ends**, press the same three buttons****, and then return to down-back.
*** You technically do not have to press three buttons here, but I think it is easier this way. There is also another way to do the ‘throw break FD’ option where you use plinking instead which allows it to be used even when you have burst. This increases the difficulty of an already difficult OS, so I would (at least for now) not recommend it.
**** Throw break window is 5 frames, so you technically can input this ‘throw break FD’ option select between frame 6-11 after rise up.
Counter-measures (examples):
- Delay low (4-5 frames) to hit the opponent during their back input.
- Wait (5-6 frames) and let their back dash be performed and punish it.
- Delay your meaty 3 frames to negate the reversal IB timing, resulting in a non-IB block.
Example 3: FDIB jump fuzzy
To be done. For now, I’ll just say that with down-back blocks on meaty, you will get a super jump with your jump input, which results in no/bad punishes. Backward block FDIB inputs should be fine.
I will also comment on the differences with up-jump, back-jump and forward-jump fuzzy jumps…
Discussing implications
The general counter measure (as with most fuzzy defence options) is to delay attacks. This should at least make reversal throws (2F start up) stronger as a defensive option, forcing your opponent to go for worse options (e.g. standing outside your throw range instead of being in your face on your rise up).
As you could see in Example 1, certain strings might effectively be negated when excelling at this defensive OS. Getting the FDIB vs Sol’s meaty 2K2D resulted in the 2D whiffing, allowing some characters a punish. There will likely be more examples like this one.
But, it is still difficult. The universal timing vs meaties makes it somewhat feasible, maybe. I would highly recommend reacting to non-IBd meaties as well when you are practicing this.
You will get plenty far with just utilizing normal fuzzy jump and fuzzy back dash or fuzzy throw break fd (together with reversal throws) in my humble opinion.