Hi, I recently had an urge to learn more about OSes in BB so I decided I might as well maintain a public list here on Dustloop so that everyone can share their knowledge to increase the community's general level of play. I really hope we can get a comprehensive list. OSes aren't as important in BB as in games like SF but it's always good to level up your game in whatever way is possible.
List:
Universal Option Selects
Barrier Tech
Input: 4/1 A+B+C
Explanation: Pressing A+B+C allows you to automatically tech throws within a certain window. If the opponent attacks, you'll barrier block instead.
Counter: Throw Reject Miss will allow the opponent to purple throw you during blockstun after the throw break window if he sees the barrier. He can also do a green throw instead, but it's possible to jump out of that if you know it's coming.
Misc.: You can fake the OS if your opponent is punishing it by doing a a normal short barrier block. If he purple throws you, you can tech and get out. This won't work if he likes to do green throws instead. Also note that the window to successfully break a throw is much smaller than if you had tried to break the throw normally. (3f window compared to 13f)
Barrier Tech CA
Input: 1 A+B+C 6A+B. Can be altered with 236A+B or any other inputs that end in 6 like 41236.
Explanation: Will automatically tech throws with the barrier tech. If put in blockstun, CA will activate. If opponent chooses to block, 6B (or 236B etc. depending on input) will come out.
Counter: CA can be baited. You can be hit out of your 6B or other moves if the opponent does a delayed attack.
Misc.:
Anti-forward roll OS
Input: Varies from character to character. Hazama can do 214214B. Makoto can do 214214D~A+B (plinking A+B after D).
Explanation: If the opponent forward rolls, he crosses you up and your reverse inputs activate. Hazama will do Jayoku Houtenjin and Makoto will do Particle Flare. If he neutral techs, he has to block Hazama's 5B, while Makoto will Kara cancel 5D into Barrier.
Counter: Will not work on late rolls. Does nothing to beat back rolls or wake-up DPs.
Misc.:
Cross-up Barrier/j.B
Input: 96 (Instant Air Dash) j.3AB after the air dash is completed, crossing up the opponent.
Explanation: After a knockdown, input the OS. If the opponent does a wake-up DP or attacks, you will air barrier block the attack. If he chooses to backdash, he will cross you up again and you will catch him with j.B. It's also possible to beat back rolls.
Counter: Forward rolls let the opponent get out for free. Certain DDs done backwards will also win
Misc.: Whether or not this OS beats back rolls depends on the character's j.B.
Non-universal Option Selects
Barrier/DP against cross-ups
Input: 4214 A+B+D. Only doable for characters with D DPs.
Explanation: On cross-up, DP activates and beats the attack. On non-crossup, you will barrier block the attack with one of the 4 inputs.
Counter: Cross-up barrier block will allow the opponent to block the DP and punish. The DP won't work on some moves like Jin's j.236D.
Misc.: The OS doesn't work for characters with C DPs because the game will prioritize throw over the DP input.
OS against wake-up Gold Burst (and Rehhyou)
Note that Bang has a better variant of this OS against Gold Burst.
Input: Variable. 2A 4B works for everyone except Lambda and Rachel. If your 5A hits crouching you can do 5A 1A or 2A 4A.
Explanation: If your opponent does a Gold Burst on wake-up, the meaty 2A will whiff and the gatlinged 5B will not come out. The 4 input will make you block the Gold Burst instead. If the opponent blocks, you can confirm that with those 2 moves and continue into a blockstring.
Works on: Jin's 623C and gold bursts. It will work on Jin's 623D if you time your meaty 2A to within 1-2 frames. It also works on Astrals.
Counter: No specific counter.
Misc.: You can do 2A 1B instead if you're afraid that you will mess up the meaty 2A. That will beat Fubuki B even if Jin manages to get it out.
OS against Makoto's wake-up
Input: Many characters can do their 2B 5B, but it varies. Carl's 2B is very good for this.
Explanation: A meaty low move like Carl's 2B will cause Makoto's DP to whiff if spaced right, because the character's hurtbox is not in range. The 5B gatling will not happen and you can recover and punish the DP. If Makoto blocks, you can confirm the 2B 5B into a block string. Wake-up parry loses to low attacks.
Works on: Makoto.
Counter: Backdashing can beat the OS. It will also not work on Particle Flare.
Misc.: The difficulty of the spacing is dependent on the move. It's a lot harder to do it with Noel's 2B than Carl's.
Character Option Selects
Ragna
2A/22C after techable knockdown
Input: 22A~C
Explanation: After a techable knockdown, Ragna will do a 2A if they choose to emergency tech. If they choose not to, he will instead pick them up with 22C for a blue beat combo.
Counter: No specific counter.
Misc.:
Tsubaki
22D Cancel
Input: A special into 22C~D. For example, 214D 22C~D.
Explanation: On block, Tsubaki will be unable to do 22C and will cancel whatever special she's doing into 22D instead, making the attack safe. On hit, 22C will come out and you can follow up with a combo.
Counter: No specific counter.
Misc.:
DP Cancel
Input: 623A/D 236A~D 214A~D
Explanation: On block, Tsubaki will be unable to cancel into the A versions and the D versions of the moves will come out, making you really plus on block. On hit, Tsubaki will combo into the A versions normally.
Counter: No specific counter.
Misc.:
Bang
OS against wake-up Gold Burst
Input: 2A 5B 6D 2B, pianoing everything from 5B with some gap in 2A.
Explanation: The wake-up Gold Burst will make the 2A whiff and the gatlinged 5B will not come out. Instead, Bang will do 6D and guard point the Gold Burst and punish it. If the opponent chooses to block normally, the 5B gatling will happen and 6D will not activate because it is inputted during the start-up frames of 5B. Bang will then gatling to 2B to continue pressure.
Counter: No specific counter.
Misc.: It's a better variant of the universal OS because this punishes the Gold Burst. The universal OS is unable to punish the Gold Burst as Gold Burst is + on block.
Makoto
OS Parry/3C against opponent's wake-up
Input: 2A~5B~46/3C
Explanation: If the opponent does a DP on wake-up, 2A will whiff and the gatlinged 5B will not come out. Instead, the parry will activate on the DP. If the opponent blocks you can gatling to 5B and confirm into a blockstring. Replace with 3C to beat Jin's C DP.
Counter: No specific counter.
Misc.: