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[Xrd] Sol Badguy Okizeme/Mixups/Gimmicks Thread (Updated 02/14/2015)

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  • Use this thread to share and discuss all the fun ways to hit people on offense.
  • A lot has already been posted or discussed in gameplay discussion or elsewhere but don't let that discourage you from sharing something. However, do check this post to see if the info is already here.
  • This post will be updated periodically with useful info on setups, such as when to use them and pros/cons. Feel free to post if you have different results on anything here so it can be ironed out.
Okizeme: Basic
[collapse]Description:

The simplest oki which can be used off nearly any knockdown. Involves using grounded meaty attacks to hit the opponent after their wake-up or start ground pressure. Can be used outside throw range, or within throw range in conjunction with throw baits (see Wake-up Throw Baits/Punishes).

Pros/Cons:

+ Basic and easy to execute.

+ Does not require any Tension.

+ Usable after practically any knockdown, including abnormal ones where stronger options may not be.

+ Can lead to very rewarding hits or punishes if you are reading and conditioning the opponent well.

- Mixup is weak. The opponent has many ways to avoid getting hit by this oki, which are usually only punishable with a proper read.

- Options are susceptible to Fuzzy Guard/Jump and reversals such as backdash, Gold Burst, or invulnerable attacks.

- Attacking within throw range gives the opponent the wake-up throw option.

- Attacking outside throw range results in generally weaker/fewer follow-up pressure or combo options.

Example Options:

  • (walk/dash) meaty attack

    Hits the opponent for not blocking or attacking with something not invulnerable on wake-up. Anything can work depending on the situation. 2P or 2K are common options which grant pressure on block or combos on hit. 2K also hits high blocking. In corner, 6P grants a combo on normal or counter hit, and pressure on block. 5D can be used as an overhead hit which hits opponents for blocking low in anticipation of 2K or 2D, but can be reacted to and is unsafe on block. Fafnir can be used to grant frame advantage on block or combos on hit, but should generally be used from farther range to prevent getting thrown out of it. All of these options can be punished by invulnerable reversals.

  • (walk/dash) WT

    Hits the opponent for blocking on wake-up because they expect meaty attacks or have been conditioned with them. If the opponent uses Fuzzy Jump on wake-up well, the meaty attack/WT "mixup" will not be effective. WT can be punished by jumping or throw invulnerable attacks.

  • (walk/dash) delayed attack

    Delaying your attack can punish or at least leave you in a more favorable position if the opponent is using Fuzzy Jump. 5K is commonly useful for this to either hit them out of jump startup or force them to FD on the way up of their jump. This can be punished by invulnerable reversals.

  • (walk/dash) immediate/delayed air throw

    Immediate air throw catches jumping or reversal Burst. Delayed air throw can catch Fuzzy Jump. This is punishable by other reversal attacks and leaves you in a bad position if the opponent stayed grounded, so it needs to be a good read.

  • (walk/dash) meaty 2P connect/whiff > 5P/2P

    This is an option select to either pressure on block, combo on hit, or whiff cancel if they used reversal backdash. 2P whiff cancels to 5P/2P, so many backdashes will be caught by the 5P/2P if you were close enough. This can be punished by invulnerable reversal attacks.

  • (walk/dash brake) block, backdash, or jump FD

    If the opponent has invulnerable reversals, you can use these options to bait and often punish them. Backdash will potentially dodge reversals entirely which prevents an RC on block. If the opponent didn’t try for a reversal however, it can potentially switch the momentum in their favor.

When to use it:

After any knockdown which grants you time to get close enough for a meaty attack. It isn't the strongest oki, but sometimes it's your only option. It can still be effective if you can read and condition opponents well.

[/collapse]

Okizeme: Safejump
[collapse]Description:

The most effective meterless oki in most situations. Commonly used after VV, BR, and GV knockdowns. Involves enforcing a meaty jump-in that is safe to any reversal which grants combos on hit and pressure on block. You can add in mixups or punishes according to how opponents react.

Pros/Cons:

+ Provides the strongest meterless oki options available. Grants safe pressure or mixups on conditioned opponents.

+ Allows for option selects which can shut down multiple wake up options simultaneously.

+ Effective at both midscreen and corner, and can be used off most common knockdowns.

- Wake up time must be taken into account. Mistiming safejump oki makes it weaker and can result in you getting punished.

- Certain knockdowns may not grant enough time to allow safejump oki at ideal spacing.

- Mixup options are susceptible to multiple reactions from opponents, so they must be used with care or after conditioning.

Example Options:

  • meaty safejump j.S/j.HS

    This option is the basis of safejump oki. Use this to hit opponents for not blocking high on wake up. Timed properly when the opponent uses an invulnerable attack on wake up, you land in time to block it, hence the name "safejump". This is a safe method of applying pressure after knockdowns, and once enforced it opens up mixup opportunities. Both j.S and j.HS are good; j.S reaches lower and is jump cancellable, j.HS hits twice. The opponent can reversal backdash to avoid blocking, but you can use option selects to punish that in most cases (see Option Selects thread). This option is susceptible to reversal Blitz Shield, but that is easily punished if baited.

  • j.P

    The benefit j.P has over j.S or j.HS is the very short blockstun and small pushback, making it usable as very fast tick throw set up with WT. It is also faster so timing safejump with it is easier. However, j.P grants generally weaker combos on hit or pressure on block.

  • empty jump 2K/2D

    This hits the opponent for blocking high in anticipation of a meaty jump-in. 2K is 1f faster and leads to more followup options, but has less range than 2D. Typically this option requires a forward jump which lands you within the opponent’s throw range, so it is susceptible to that. Also can be hit by reversals and jumped out of.

  • empty jump throw/WT

    Similar to the previous option, catches opponent for blocking in anticipation of a meaty jump-in. Both connect faster than empty jump 2K or 2D, throw being fastest but least rewarding without RC.

  • empty jump/close-to-ground VV

    This will punish attempts to throw your empty jump options since VV is throw invulnerable. Note that you can be thrown the frame you land before it's possible for VV to come out, but this requires frame perfect timing from the opponent. In this case, you can do VV right before landing to punish this throw timing. Without RC, this option is high risk and low reward.

  • close-to-ground air dash j.S

    This acts as a delayed high hit to either hit opponents for blocking low in anticipation of empty jump lows, or punishing attempts to throw your empty jump options. For mixup purposes, it is best used from a minimum possible height air dash. Typically this will only punish throw attempts if they are not option selecting it with 6P or other anti-air attacks. This is also susceptible to reversals and doesn't catch jumping on wake-up.

  • close-to-ground air dash j.P

    This can be used to punish throw attempts in anticipation of empty jump options. Since j.P is faster than j.S and has a smaller hurtbox, it will be much more effective at this. On block it leads to good pressure options. It can hit jump startup more easily and punish backdashes as well. However it will whiff on crouch blocking opponents (except Potemkin). Also susceptible to reversals.

  • close-to-ground air dash j.VV

    This can be used as a nearly surefire punish against anti-air/throw option selects from opponents using that to beat empty jump and low air dash options. High risk and low reward without Tension to RC.

  • deep (dash) j.S/j.D blocked > fuzzy j.P/j.K/j.S/j.D

    From a very deep blocked j.S or j.D, you can instantly jump cancel to another jump-in for an unexpected second high hit. Between this and deep j.S/j.D blocked > 2K, you have essentially a 50/50 mixup. j.S will result in less time between landing into 2K, but j.D can make your fuzzy attempt combo if the opponent didn't block high initially which helps since it must be input too fast to confirm that. j.D is also higher level so more options are gapless on Instant Block

    . These are difficult to execute and character specific. Information on all of them is below.

    - fuzzy j.P: Works from j.S/j.D on AX, RA, SI, SO, SL, VE, ZA. Combos to j.SVV, which can be RC for follow-ups. If you have dashing momentum or are in corner it can be followed up without RC.

    - fuzzy j.K: Works from j.S/j.D on ZA. Combos to j.SVV, which can be RC for follow-ups. If you have dashing momentum it combos to slight delay j.S > j.HS/j.D. This is easily the best fuzzy because it requires no Tension for good combos and gives safe pressure if blocked.

    - fuzzy j.S: Works from j.S except on IB, works from j.D regardless of IB. Works on all fuzzy j.P characters plus BE, IN, MI, PO. Combo options are the same as j.P, this option just works on more characters at the cost of being less airtight from j.S.

    - fuzzy j.D: Works from j.S/j.D on ZA. Combos to j.SVV, which can be RC for follow-ups. Not much reason for this when fuzzy j.K also works on Zato.

    Note none of these options work on CH, EL, FA, LE, KY, MA.

  • peak-of-jump j.HS(2) blocked

    Acts as a sort of fuzzy guard on tall characters who stand block the 2nd hit j.HS when you are high up. After the recovery of j.HS, you have a few options:

    - j.P/j.K: Hits opponent for switching to low block after blocking the j.HS. Hard to convert from without dashing momentum.

    - air dash j.S: Hits opponent for switching to low block after blocking the j.HS.

    - land 2K: Hits opponent for high blocking after then j.HS.

  • forward jump over > cross-up j.K

    This option can be useful at spacings where a forward jump will put you behind the opponent, commonly after VV knockdown. It hits the opponent for not blocking high, or blocking the incorrect way left or right. Usually the j.K can only be followed up with f.S or 2D immediately upon landing, you don't have time to dash close. You can also make cross-up j.K more ambiguous with dashing neutral jump. Note j.K doesn't reach as far down as his other air normals. It won't connect from the front on a crouch blocking Chipp, and won't connect at all on a crouch blocking Faust. This option is susceptible to Blitz Shield or reversal attacks, typically it can't be used as a meaty safejump. Reversal backdash can escape easier as well because Sol is farther away.

  • forward jump over > empty jump 2D

    This option is useful in conjunction with cross-up j.K. If the opponent is high blocking in anticipation of j.K, they get hit by 2D. The opponent can jump on wake-up to avoid it, but the cross-up j.K hits jump, so this will be especially effective if they have been conditioned with that. This option is also susceptible to reversal attacks.

  • forward jump over > close-to-ground air backdash j.K

    This option acts as a delayed high hit, which can also catch the opponent for attempting to throw or low block when you would normally land. It typically catches reversal backdash attempts. This option can be jumped out of and is susceptible to reversal attacks.

  • close-to-ground double jump

    This can be used to make opponents whiff throw or anti-air/throw option selects, then whiff punish them with a falling jump attack, such as j.S. Whether or not whiff punishing will be possible is dependent on what attack they used. This can also potentially avoid reversal attacks and allows punishing reversal Blitz Shield. This is susceptible to being air thrown and letting the opponent escape with backdash or other movement on wake up. It can be rewarding with a correct read, but you lose the offensive if they didn't take the bait.

  • close-to-ground air backdash

    This can be used to dodge reversal attacks, namely ones which the opponent hopes to RC if blocked for a safe escape. The height at which you have to air backdash that will still dodge depends on the reversal. It can be rewarding with a correct read, but you lose the offensive if they didn't take the bait.

  • corner BR knockdown > walk back outside throw range > neutral jump > meaty safejump j.S/j.HS

    This is the corner setup for safejump oki from BR knockdown. Being outside throw range eliminates throw or anti-air/throw option select escapes, which makes safejump oki options stronger. This works the same way as a usual meaty safejump, but you land slightly farther out, so confirms into pressure or combos must account for that.

  • corner BR knockdown > walk back outside throw range > neutral jump > meaty j.D

    In corner a j.D hit can easily convert to strong combos so it's an option here to hit the opponent for not blocking high on wake up. It can be a safejump, but since it has extra landing recovery it won't be safe to faster reversals.

  • corner BR knockdown > walk back outside throw range > neutral jump > empty jump 2K/2D

    Hits the opponent for blocking high, as well as attempting throw or (most) anti-air/throw option selects. Susceptible to jumping and reversals.

  • corner BR knockdown > walk back outside throw range > neutral jump > empty jump WT

    Hits the opponent for blocking and attempting throw or anti-air/throw option selects. Note this connects faster than empty jump 2K. Susceptible to jumping and reversals.

  • corner BR knockdown > walk back outside throw range > neutral jump > close-to-ground airdash j.S

    Hits the opponent for blocking low in anticipation of empty jump lows. Susceptible to reversals and jumping out.

When to use it:

Typically after any VV, BR, or GV knockdown.[/collapse]

Okizeme: GF
[collapse]Description:

Consists of using GF such that it's meaty and advantage on block, granting you the ability to close distance or start ground pressure. It forces the opponent to block or reversal on wake up, otherwise they get hit by GF which can be easily followed up. To make GF advantage, you need it to connect later in its active frames. Use GF early enough so that when they wake up the later flames are on top of them, but not too early or it can hit OTG. Also note you can be thrown if within throw range even if GF is meaty, so space yourself well.

Pros/Cons:

+ Mostly safe method of establishing pressure following close range knockdowns.

+ Typically cannot be reversal backdashed like meaty attacks in basic ground oki.

+ Timing is easy.

- Mixup abilities are weak, you simply establish ground pressure with this oki.

Example Options:

  • f.S

    This can be used to pin the opponent in place and either prevent them from jumping away after blocking GF or hit them if they attacked. This option is susceptible to invulnerable attacks.

  • Fafnir

    Fafnir acts as a pressure restarter after GF is blocked which also closes distance. This option is susceptible to being counter poked, more or less so depending on GF advantage, and invulnerable attacks. This is best used when opponents are conditioned to block after GF with f.S.

  • dash into close range pressure/WT

    This is best used when opponents are conditioned to block after GF with f.S. You can set up stronger pressure and tick throws if the opponent lets you close distance after GF.

  • block/dash brake

    This is used to bait reversals through GF or after blocking GF. It can also bait Dead Angle Attack.

When to use it:

Typically after any close knockdown. Safejump oki is more ideal in most situations, but you can often fall back on GF oki if you weren't confident in timing a safejump option. Commonly used after Dead Angle Attack, or 2D since it's Sol’s only face down knockdown. It is especially strong when delay cancelled from 6HS knockdown, this GF is extremely high advantage and you can't get safejump oki after 6HS anyway.[/collapse]

Okizeme: Midscreen GF (YRC)
[collapse]Description:

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Pros/Cons:

+ pro 1

- con 1

Example Options:

  • option 1

    placeholder

  • option 2

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When to use it:

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Okizeme: Corner GF (YRC)
[collapse]Description:

Sol’s strongest oki for mixups. With the proper setups, the opponent has very few methods of escaping safely. Proper setups are those that result in empty jump 2K being gapless after Instant Block of the GF, or spaced outside throw range where 2K hits jump attempts after Instant Block of the GF. In both cases, the anti-air/throw option select is essentially removed from the opponent’s options, it no longer beats low air dash j.S and empty 2K simultaneously. Meterless outside throw range corner safejump oki also eliminatea the anti-air/throw option select, but GF (YRC) also hits jumping on wake up which could be used to escape high/low mixup in the meterless oki. The opponent can choose to reversal Blitz Shield the GF to enable anti/throw option select, unless you use spaced outside throw range variations.

Pros/Cons:

+ Enables the strongest high/low mixup in Sol’s arsenal and pressure afterwards if it was blocked.

+ Greatly limits the opponent’s wake up options, shuts down more wake up options simultaneously than meterless safejump oki.

- Costs Tension.

- Enables Dead Angle Attack upon blocking GF, whereas meterless safejump oki often aims to hit on the first attack that connects (DAA is still baitable however).

Example Options:

  • typical BR knockdown > backdash > GF (YRC) > forward jump

    This will work on any character following Kudakero |> 6P > BR ender. For best advantage, YRC as soon as possible after GF. This option is weaker on Venom due to his fast wake up speed, he can always throw empty jump after Instant Blocking GF.

    - deep j.S/j.D: Hits opponents for blocking low and sets up fuzzy guards (see Safejump oki). Gapless on Instant Block.

    - empty jump 2K: Hits opponents for blocking high. Gapless on Instant Block.

    - close-to-ground air dash j.S: Hits opponents for blocking low. Minimum height air dash is ideal for mixup. The size of the gap for this after blocking or Instant Blocking GF is a function of character wake up timing. Note gatling to j.D can result in a whiff on crouch hit at minimum height air dash. This happens on IN, MA, MI, SI, ZA. On all but MI, you can delay the j.D slightly to make it connect. On any of them, using j.HS instead is a consistent alternative at the cost of limiting combo route options.

    - close-to-ground air dash j.P: Hits opponents for switching to low block after blocking GF. Gapless on Instant Block. Can hit Potemkin crouching.

    - close-to-ground air dash j.K: Hits Potemkin for low blocking. Gapless on Instant Block.

    - peak-of-jump j.HS(2) blocked:

  • 6P > delay 5HS > BR knockdown > walk into ideal spacing outside throw range > GF (YRC) > neutral jump

    This option is especially useful if the opponent is using reversal Blitz Shield to make empty jump throwable in forward jump options. It grants enough advantage after the knockdown to position yourself outside throw range and still perform a very high advantage GF (YRC). GF (YRC) is high enough advantage that empty jump 2K hits jump attempts after Instant Block of the GF with proper timing. Mixup options here are the same as in corner safejump oki. Note the one drawback of this setup is if your mixup attempt is blocked it results in generally weaker followup pressure because of distance (namely empty jump 2K). Note the range at which 2K > 6P will combo on stand hit is character specific. In order of range leniency: PO > BE > SO,ZA > SI > FA > EL,LE > RA,SL > KY > IN,MA > AX,VE > MI > CH.

  • 6P > 6HS > HSVV->TO knockdown > GF (YRC) > forward jump

    This option is essentially the same as the BR > backdash option, but much more character and starter specific. Combos will lead to higher damage and Tension gain with this ender, so it is worth using if you know it works.

    - Characters this ender is consistent from 2K > 6P > delay 5HS (JC) > j.D, falling j.D |> Fafnir, dash 6P > delay 5HS/2HS (JC) > j.D > Kudakero: AX, FA, SL, ZA(with 2HS)

    - Characters this ender is consistent from WT > (cross-under) 5HS (JC) > j.D, falling j.D |> Fafnir, dash 6P > delay 5HS (JC) > j.D > Kudakero: AX, FA, SL, MA (with cross-under), PO, SO

    - Characters this ender is consistent from 5D > backdash, (dash) 6HS > BB, Fafnir, dash 6P > delay 5HS (JC) > j.D > Kudakero: AX, FA, SL, LE, MA, SI, SO

    On Bedman, add dash 5K before the final 6P and it works form WT and 5D starters.

When to use it:

When you have meter to spare and want a hard to escape mix up. It's less effective on Venom because of his wake up speed, he can always throw an empty jump 2K and has a very fast 6P, so anti-air/throw option select is an option for him on forward jump methods.[/collapse]

Okizeme: Corner OTG 2K
[collapse]Description:

placeholder

Pros/Cons:

+ pro 1

- con 1

Example Options:

  • typical VV knockdown > (walk forward) OTG 2K > GF (YRC) forward jump j.6HS

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

5D (YRC)
[collapse]Description:

placeholder

Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

GF (YRC) > WT
[collapse]Description:

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Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

BR/tk.BR (YRC)
[collapse]Description:

placeholder

Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

BB (YRC)
[collapse]Description:

placeholder

Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

Kudakero (YRC)
[collapse]Description:

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Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

Fafnir (YRC)
[collapse]Description:

placeholder

Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

Fafnir (RC)
[collapse]Description:

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Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

Air/tk.VV(1) (RC)
[collapse]Description:

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Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

Air/tk.DI (YRC)
[collapse]Description:

placeholder

Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

Backdash (YRC)
[collapse]Description:

placeholder

Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

Wake-up Throw Baits/Punishes
[collapse]Description:

placeholder

Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

Air Throw Tech Traps
[collapse]Description:

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Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

DI: RS
[collapse]Description:

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Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

DI: P.B.B. Tech Traps
[collapse]Description:

placeholder

Example Options:

  • option 1

    placeholder

  • option 2

    placeholder

When to use it:

placeholder[/collapse]

Progress:

02/14/2015 - corner GF YRC oki updates

02/13/2015 - GF oki done

02/12/2015 - safejump mostly done

02/11/2015 - updated safejump

02/05/2015 - updated safejump

02/03/2015 - added to safejump, corner GF YRC. added more categories

01/30/2015 - started filling in safejump, GF oki

01/27/2015 - started filling in safejump, GF oki

01/22/2015 - tentatively finished basic oki

01/21/2015 - started filling in basic oki

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A mix up I've been trying to incorporate is a close up 2P/2K > GF(YRC) > WT, mostly practical when going for dash up 2P pressure.

If spaced correctly they cannot throw you out of it, in the case that Wild Throw whiffs due to them jumping GF catches that option as well as back dashing (not sure if you're safe after whiffing WT while having them block the GF in mid air) and finally they cannot mash out of it. The strength of the mix up is that they will be expecting to block the GF and respect your pressure but instead they eat a Wild Throw and if they do manage to punish with say a 5P, the trade is still in your favor.

I've been trying to incorporate similar mix ups which allows for a command grab mix up with GF(YRC) of similar vein from the one above. f.S > GF(YRC) allows for this too but allows for easier escape options, this should be possible with 5K > GF(YRC) but I haven't tried it.

If anyone has similar mix ups, please share the goodies for us to exploit.

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If anyone has similar mix ups, please share the goodies for us to exploit.

 

It's kinda goofy, but from starting distance you can GF (YRC) and buffer a dash to WT them before the GF hits.

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It's kinda goofy, but from starting distance you can GF (YRC) and buffer a dash to WT them before the GF hits.

Ohhhh me like, could be applicable from say after f.S > 2S(whiff) to position yourself into starting distance and then GF(YRC). Thanks for the share my friend.

An oki option I've been really trying to apply is Kudakero (YRC) but it just doesn't seem as strong as I initially though and always spend the meter elsewhere. Could be possible to set up some decent cross ups on wake up with right angle, will look into it.

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That's funny you can outrun the GF with YRC to WT from that far. Most people react to the YRC by jumping anyway from there I think, but good to know.

You can indeed get a kinda ambiguous cross up j.K after Kudakero YRC, but I don't think anything but f.S reaches after the hit. I haven't looked at it in much detail yet.

Something expensive I was toying with a while back and looking at again, tk.VV(RC) on block.

It grants enough block stun for either falling j.S/j.D, slight delay airdash j.S (can make a very tight gap, or gapless if no delay), empty 2K (unthrowable without IB).

Falling j.S/j.D can lead to the usual fuzzy guards.

You can do it with air VV(RC) blocked too such as after blocked j.S, but can't delay an airdash as much here.

How to convert off a hit with the VV depends if you confirm normal or counter hit, or that you hit at all, but conversions are possible in any scenario.

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When I'm back against the corner, this setup seems to work 100%, even though it shouldn't.

 

  • blockstring (something like K, c.S, S, HS), Riot Stomp (YRC) > WT

 

The momentum that you gain from the RS leaves you point blank, and most people are not gonna be able to react on time, specially if you throw it out once or twice per tournament.

For those that do react on time, a 2D after you land will CH against most counter pokes, leading to good damage for a relatively small price.

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I think air/tk VV is more useful against cornered opponents, as you don't have to worry about momentum screwing up your follow up combo or your inputs. Still working on an optimized route, currently I do double BB into stuff.

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I'm talking about Sol being against the corner.

If I got them cornered, Sol has decent enough meterless oki/pressure options.

 

I can't record gameplay at the moment, but I'll try to upload a clip from a friend's house.

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On the topic of expensive but rewarding corner mixup, I realized you can fuzzy off Fafnir blocked > RC if they stand blocked (which I feel like people do?). It raises RISC so much followup combos do a lot. But it's more practical on Zato since you can get that dash j.K fuzzy. I may edit some combos in here after I try it some more.

from 0 RISC start on Zato:

Fafnir blocked (RC) > dash j.K > delay j.S > j.D |> 5HS (JC) > j.D, falling j.D |> Fafnir, dash 6P > delay 2HS > j.D > Kudakero |> 6P > delay BR = 261

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Thanks for this thread, I live for shenanigans. Every 10th kudakero I like to yrc into another kudakero to bait anti-airs, it makes me feel really cool. Does that count?

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Shouldn't stuff like 2K/low air dash j.S be in here? Also, early meaty j.HS air dash stuff seems like it would fit into here. I can do a write up 

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I got a lot of Kudakero YRC > WT setups at a tournament yesterday. The trick was establishing respect for the dive, so they don't try to jump out - so it's the easiest to do in the corner. Sure, damage with slowdown WT in a combo is suboptimal, but I feel Sol doesn't really need much damage of WT - the threat of it is enough. Same goes for RS late YRC > WT at about starting distance. Some AA attempts can be straight beat with WT or a well-placed VV on reaction, getting a knockdown and establishing all the pressure Sol needs.

Also, mega gimmick - blocked RS > j.DI > j.HSVV or Kudakero on reaction. If they attack, VV will beat most attempts, if they block, Kudakero leads to pressure. DI GV RC > Dust is also quite a tide-turner, and while they can of course just block high on reaction, going to 2D instead becomes an option. Great if you REALLY want to push your luck, but not for much else.

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Shouldn't stuff like 2K/low air dash j.S be in here? Also, early meaty j.HS air dash stuff seems like it would fit into here. I can do a write up

yeah feel free, this is the place to talk all kinds of oki and that hasn't been listed or discussed in here yet. That will eventually go in safejump category.

Another RC on block thing, GV (RC) of the rising knee hit on block lets you get a blockstring falling jump-in or land 2K. Not as strong as tk.VV (RC) because they can throw the empty jump on normal block. If you JI'd the GV, you get to add low airdash and fuzzy guard options.

Oh yeah and started messing with 5D (YRC) in matches. Into 2K, WT, another 5D if you want to be really funny, etc. It's cool how you can still get the rocks to kick up with YRC.

Also throwing this out there, I've had problems in matches a few times with lowest air dash j.S > j.D comboing. j.D seems to whiff at lowest height on May, I-no, Millia if they get hit by j.S crouching. Strangely it didn't seem to have problems on Elphelt who I know has a short crouch, also Faust. Must have to do with their crouching "getting hit" hurtbox. You can use j.HS instead for more consistency but less damage. I want too look in more detail and see exactly what causes j.D to whiff, not 100% sure I get it yet.

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Thanks for the vid, to explain problems though...the ideas are there but you can make the oki much stronger than what's shown from the same combo routes.

The low airdash j.S can be done much earlier in the airdash than shown which makes it harder to react to.

The airdash j.S/empty low mixup is susceptible to reversal anti-air/throw OS (6P+HS for most). Also susceptible to just jumping out. It's still worth knowing but only effective if they are conditioned by the meaty option and not OSing.

This is where the benefit of using GF YRC prior to it comes in, however from 6HS > GF feint, the GF YRC is very weak in comparison to options post BR knockdown. So the OS would still work.

Try this for comparison:

Record corner combo like shown in the vid with 6P > 6HS > GF feint > GF YRC > immediate empty jump 2K. Block the GF and hold upback, you should jump out of the empty jump 2K.

Now record the same combo ending in 6P > BR > immediate backdash > immediate GF YRC > immediate empty jump 2K. Block the GF and hold upback, you should get hit out of jump startup from the empty jump 2K.

Take note of how far Sol is into his jump when GF is blocked. That determines how strong mixup is after it. Just an example of how the advantage of GF YRC matters. With the best advantage the airdash j.S can hit people out of their 6P after blocking GF.

There are lots of nuances to his oki and to the stuff I just described. Working on detailing it all in this thread and some vids are on the way.

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^ thanks for the useful tips and showing the difference of both options.

 

edit: i duno if this is worth noting but the low air dash jS jD whiffs on Sin (the jD whiffs). just tried it on other chars like Slayer Sol then tried it again with Sin

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Decided to test the benefits of using 6P > delayed 5HS > BR in corner combos for more advantageous oki. I used the following combo for consistency and proper position 5K/2K/c.S > 6P > 5HS > j.D > falling j.D > Fafnir > 6P > delayed 5HS > BR to then go into my mix up of choice.

This route should let you hit a late BR on most of the cast, but I'm positive it doesn't work on Faust (last BR whiffs), Ino, May and Millia (Fafnir doesn't connect deep in the corner. For Ino and Millia use 5K/2K/c.S > 6P > 5HS > j.D > falling j.D > dash jump j.D > falling j.D > forward jump j.D > Kudakero > 6P > delayed 5HS > BR. The above route is finnicky on May so you're better off just going into Kudakero from the dash j.D. So far I have not been able to connect 6P > delayed 5HS > BR with any route so I assume it doesn't work on him.

When you hit the BR at the end of the combo you're able to space yourself for an empty jump just outside of throw range that catches jumps, max range Wild Throw or just safe jump with j.S.

Here's a video example of the oki on Sol, http://youtu.be/KQktWFud9xE

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Decided to test the benefits of using 6P > delayed 5HS > BR in corner combos for more advantageous oki. I used the following combo for consistency and proper position 5K/2K/c.S > 6P > 5HS > j.D > falling j.D > Fafnir > 6P > delayed 5HS > BR to then go into my mix up of choice.

This route should let you hit a late BR on most of the cast, but I'm positive it doesn't work on Faust (last BR whiffs), Ino, May and Millia (Fafnir doesn't connect deep in the corner. For Ino and Millia use 5K/2K/c.S > 6P > 5HS > j.D > falling j.D > dash jump j.D > falling j.D > forward jump j.D > Kudakero > 6P > delayed 5HS > BR. The above route is finnicky on May so you're better off just going into Kudakero from the dash j.D. So far I have not been able to connect 6P > delayed 5HS > BR with any route so I assume it doesn't work on him.

When you hit the BR at the end of the combo you're able to space yourself for an empty jump just outside of throw range that catches jumps, max range Wild Throw or just safe jump with j.S.

Here's a video example of the oki on Sol, http://youtu.be/KQktWFud9xE

On Faust I've only gotten it off Fafnir tumble, never after Kudakero (like Sol). So you can opt for 2 dustloop reps > Fafnir > run really deep in corner 6P > immediate 5HS > BR. Have to run super deep in corner for BR to hit.

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On Faust I've only gotten it off Fafnir tumble, never after Kudakero (like Sol). So you can opt for 2 dustloop reps > Fafnir > run really deep in corner 6P > immediate 5HS > BR. Have to run super deep in corner for BR to hit.

Thanks a ton for this combo, now I can properly practice these on the whole cast and grind out the different safe jump timings.

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