Granblue Fantasy: Versus features a nasty proximity option select that can erase some neutral and punish tech completely

Guilty Gear and BlazBlue players are probably familiar with this by now

Posted by Dakota 'DarkHorse' Hills • February 11, 2020 at 10:59 a.m. PST | Comments: 26

Option select has become a fairly dirty term within the fighting game community referring to inputting specific moves that will perform entirely different functions based on what the opponent presses / doesn't press. Most are weeded out in updates, but they still pop up in new fighting game releases even in 2020.

Granblue Fantasy: Versus has been out for some parts of the world for less than a week, yet players have already discovered a powerful proximity option select which can punish people for trying to punish attacks or play neutral.

PG|SuperKawaiiDesu has been one of those players leading the charge in investigating the OS and its capabilities which seem numerous and sure to shake up the early meta game for all of those aware of its existence.

In his recent breakdown video detailing the proximity OS, SKD reveals the cover-all maneuver can be done simply by pressing down, down-forward, forward, down-back (or 2361) plus the unique, ability and guard buttons.

What happens is normally the guard input at the end takes priority over the attacks, so "nothing" will happen when pressing them together.

That changes, however, if the opponent does anything to put your character into pre-block frames. This will cancel out the guard button masking over the attack inputs and cause the fighter to instantly counter whatever it is the other tried to do.

So, how does this work in practice?


Click images for example uses of the Granblue option select

Well, say you blocked Ferry's spin attack special at close range which leaves her negative. You go to punish, but the second you hit an attack button, Ferry's Skybound Art comes out and hits you instead.

This same principle applies to any attack that can be performed while holding down-back including reversals and most characters' anti-airs. Many specials can also be used thanks to the input buffer as well — players just might need to change the directional input to achieve what they're going for.

A discovery like this is not a great one for the community actively playing the game because put those players in a situation where: they're afraid to punish or jump, they have to employ the OS themselves to even the playing field, and / or some matches could devolve into the first person to press a button loses.

Guilty Gear and BlazBlue players will probably be familiar with the idea because some of their previous titles also featured proximity-based option selects which were in most, if not all cases, patched out by Arc System Works — and hopefully the same will soon happen for Granblue.

Granblue Fantasy: Versus started things out strong by selling 150,000 copies in just its first day though those of us in the west will be waiting until at least March to play it officially.

You can find a more detailed explanation and examples of the proximity OS in GBVS in SKD's video breakdown below.

Sent in by an anonymous user.

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