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magz

[P4A] Chie Okizeme and Mixup Video and Discussion Thread

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Taken from Kame's Chie Video

Regarding Notation

  • Move names replaced with inputs
  • S66 = Slight Forward Dash
  • RC = OMC (One More Cancel)
  • RCB = OMB (One More Cancel Burst)
  • HKD = Hard Knockdown (2AB and Aerial Hit 5AB)

  • (X%/YYYY) = (Meter%/Damage)
  • Blue Color = Hard Knockdown
  • Red Color = Damage Focus (236236C/D or 236C/D Enders)


    Video Description Tips

    • Corner 5C > 236B > 236B doesn’t connect
      • Try adding a slight delay to 5C.


      • J8D Land 5AB doesn’t connect
        • Due to JC inertia slowing down landing you should replace JC with JBB.



        • Why do you input JB during the 5AB-C combo?
          • To prevent an accidental air dash. It is not necessary and was thus not included in the combo notation.


          • Why do you turn around when faking a high into a low?
            • Because when you do an air back dash you land faster.




              Okizeme

              • Standard: HKD 2DD
                • Works on people who have 5f jabs (Narukami, Chie, Yousuke, Sanada, Aigis)


                • Alternative: HKD 5DD
                  • Works on people who have 6f+ jabs
                  • Can be jumped out of but should still hit in air


                  • Teddie: HKD 2D whiffs 5B (CH)
                    • His reversal beats 2DD cleanly so bait it with 2D which should whiff allowing for 5B punish on his attempted reversal.




                      Corner Mixup (Following HKD 5/2DD)

                      • J7/8/9 AD Forward
                        • 2A > 5AA > 5B > 5C > 2B > 2C > 5B > 2AB (0%@1602)
                        • JBB > 5B > 5C > 2B > 236A > 236A > 5B > 5C > 5AB (0%@2545)
                        • (On Crouching) JBB > 5B > 5C > 2B > 2C > 236B > 5AA > 5B > 5C >2B > 2C > 5B > 2AB (0%@3374)


                        • J8/9 JB > 236AB Land
                          • 236B > 5C > 236B > 236B > 5C > 5AB (25%@2319)
                            • 236AB will whiff but Chie will still glow indicating followup potential
                            • High/Low order is: JB (High) > 236B[1] (High) > 236B [2] (Low)
                            • Can use 236AB Strum B as well.






                              Midscreen Mixup (Following HKD 5/2DD)

                              • J9 AD Forward
                                • 2A > 5AA > 5B > 2B > 2AB (0%@983)
                                • JBB > 5B > 2B > 2AB (0%@1458)


                                • 66 J9 AD Back
                                  • JBB > 5B > 5C > 2B > 2C > 5B > 2AB (0%@2331)
                                    • Switch facing before AD Back (?)


                                    • 2A > 5B > 5C > 2B > 2C > 5B > 2AB (0%@1636)
                                      • Do not switch facing and you will land faster (but can be a dead giveaway)







                                        Corner Combos

                                        • 2A > 5B > 5C > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4000)


                                          • 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 5AB (0%@3129)
                                          • 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (50%@5095)
                                          • 5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (100%@5718)
                                            • Also works near corner




                                              • 5C (CH) > 5B > 2B > 236A > 236A > 5B > 5C > 5AB (0%@2396)
                                              • 5C (CH) > 5B > 2B > 236A > 236A > 5B > 5C > 236B > 236B > 5B > 5C > 214C > 236236D (50%@4756)


                                                • 5AB-D (FC) > 5B > 5C > 2D > JD > 5AB (0%@2737)

                                                • 5AB-D (FC) > 5B > 5C > 2D > JD > 236B > 236B > 214D > 236236D (50%@4720)


                                                  • 5BD (CH) > 5B > 5C > 8D > 5AB (0%@2671)
                                                  • 5BD (CH) > 5B > 5C > 8D > 236B > 236B > 214D > 236236D (50%@4722)


                                                    • 214C (FC) > 236236A > S66 5C > 5B > 5C > 2D > 5Cx4 > 5B > 5C > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (100%@7432)
                                                      • Probably need to backdash after each 5C during 5Cx4

                                                      [*]214C > 236236A > 5B > 5C > JC > 8D > 236B > 236B > 5C > 236B > 236B > 236236D (100%@5733)

                                                      [*]214D (FC) > JC > JB > 5C > 44 5C > 66 5B > 5C > 2D > J7D > 236B > 236B > 214C > 236326D (50%@5174)

                                                      [*]Movie notation incorrectly shows multiple aerial moves instead of grounded moves

                                                      [*]236A (FC) > 5B > 2AB > JC > JB > 5C > 2D >[walk back] 5C > 44 5C > 44 5C > 44 5C > 66 5B > 236B > 236B > 5C > 5B > 5C > 214C > 236236D (50%@7210)

                                                      [*]Charged up 236A Fatal Counter Only Damage Variety

                                                      [*]Use when you can guarantee a counter hit

                                                      Midscreen Combos

                                                      [*]5AB-C (FC) > JD > S66 5B > 5C > 5AB (0%@2516)

                                                      [*]5AB-C (FC) > JD > S66 5B > 5C > 236B > 236B > 214C (D in Corner) > 236236D (50%@4422)

                                                      [*](Awakened) 5BD (CH) > 214214D > SJ8 > 236D (50%@3363)

                                                      [*]2B > JB > JC > 8D > 2AB > J7 > AD (Switch Facing?) JB (Crossup) (0%@1716+400+Followup)

                                                      [*]2B > JBB > 8D > 2AB (0%@1666)

                                                      [*]Switches sides

                                                      [*]2B > JBB > 8D > 5AB (0%@1565)

                                                      [*]2B > JB > JC > 8D > 5B > 2369B (?) > 236A > 214C > 236236D (50%@3878)

                                                      [*]JB (CH) > 5B > 2B > JBB > 8D > 5AB (0%@1976)

                                                      [*]JB (CH) > 5B > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (50%@4273)

                                                      [*]Throw RC > 5C > 236B > 236B > (S66) > 236D (50%@3051)

                                                      [*]All throws combos work regardless of direction/positioning.

                                                      [*]Throw (CH) > S66 2A > 5C > 236B > 236B > 236D (0%@3147)

                                                      [*]Throw (CH) > 2A > 5C > JB > JC > JB > JC > 236C (0%@2764)

                                                      [*]Use if you have problems with S66 2A

                                                      [*]Throw RCB > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (0%/Burst@4416)

                                                      [*]5B > 2B > 236A > 236A RCB > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (50%/Burst@5023)

                                                      [*](On Crouching) 5B > 2B > 236A > 236B > 236D RCB > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (50%/Burst@6152)

                                                      [*]5B (CH) > 2D > S66 5B > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (50%@5333)

                                                      [*]Easy 5k off 5B CH

                                                      [*]5B > 2B > 236A > 236A > 236236A > Dash 5C > 236B > 236B > 236D (50%@4216)

                                                      [*]Basic Charge A combo

                                                      [*]5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (100%@5399)

                                                      [*]5B > 2B > 236A > 236A > 236236A > 5C > 236B > 236B > 5C > 236B > 236B > 214D > 236236D (100%@5718)

                                                      [*]Near corner only

                                                      [*]5A > Block Burst > Dash 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (50%@4041)

                                                      [*]Burst Bait

                                                      [*]214D (FC) > JC > JB > 5C > 44 5C > 5B > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (50%@4980)

                                                      [*]236236C RC > 2A > 2B > JB > JC > JBB > JC > 236C (100%@4298)

                                                      [*]Video notation incorrectly shows JB instead of JBB

                                                      [*]236A (FC) > 5B > 2AB > JC > JB > 5C > 44 5C > 5B > 5C > 2DD > 236B > 236B > S66 5C > 5B > 5C > 5AB (0%@4740)

                                                      [*]Charged up 236A Fatal Counter Only HKD Variety

                                                      [*]Use when you can guarantee a counter hit

                                                      [*]236A (FC) > 5B > 2AB > JC > JB > 5C > 44 5C > 66 5B > 5C > 44 5C > 66 5B > 5C > 236B > 236B > S66 5C > 5B > 5C > 214C > 236236D (50%@6797)

                                                      [*]Charged up 236A Fatal Counter Only Damage Variety

                                                      [*]Use when you can guarantee a counter hit

                                                      Anywhere

                                                      [*]5B > 2B > 2AB > 236236A > 5C > 5A > 5C > 236B > 236B > S66 5C > 5A > 5C > 214C > 236236D (100%@5548)

                                                      Disclaimer: There may be some errors in the notation/damage/meter usage but it should be correct for the most part. I didn't notice it at first, but some of the video notation is incorrect so some of the earlier combos in each list may suffer from those types of errors.

                                                      All combos were tested on Chie.

                                                      _____________________________________________________________________________________________________

                                                      Dakanya just linked me an amazing mixup video: http://www.nicovideo.jp/watch/sm18680585

                                                      Setup 1+2 - Double crossup off blocked 5C midscreen

                                                      5C (blocked) IAD JC (crossup from back) OMB (crossup from front)

                                                      If the IAD JC hits and you combo into OMB the combo goes 5B 5C JC JBB J8D land 236B 236B 214D 236236D (50%,4764)

                                                      If the IAD JC is blocked but OMB hits the combo is the same as above but for 50%, 4801 damage.

                                                      The third part shows that it beats out Yu's DP (and thus probably a lot of others except maybe Mitsuru?) Burst does not get used if they DP.

                                                      I did a little testing with the help of Manabe yesterday. It will not beat Mitsuru, Kanji, Yukiko, or Teddie B+D. All other DPs will whiff or lose outright. All counter DPs except Teddie's will be triggered, but they will whiff and are punishable.

                                                      The 4th and 5th parts show how you can use OMC to do the same type of mixup off 5C midscreen:

                                                      5C (blocked) IAD JC OMC falling JB

                                                      The followup combo is 5B 236A 236A 236236A 66 (under opponent) 5C 44 5B 5C J8D JA

                                                      Next is a section about a corner crossup setup:

                                                      5AAA (blocked+pulls opponent out of corner) IAD JB (crossup) JA 66 5AA 5B 2B JBB JA JC 66 5A 5B 2AB (0%,2228)

                                                      Note: I think there was some discussion on these forums about how the auto combo pulls the opponent out of the corner but I don't think it was as fleshed out as this.

                                                      Last section is a blockstring ending in 236A 236A (1) OMC (only works on tall people):

                                                      236A 236A (1) OMC JBB JA JC 5B 2B JBB JA JC 5A 5B 5C 214C 236236D (100%,4036)

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Thank you ever so much for this, your amazing.

+1000.

This will be a great help and I also want to hug you.

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Thanks a ton. Was having trouble figuring out some of the combos in this video. Back to the lab!

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For people trying to get the timing for the ...236A -> 5B -> 5C -> 236B -> 236B... in the corner, delay your 5C AND 236B inputs the same amount of time to get the 236B follow up to connect. Hope this helps

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Thanks Magz, I'll get this transferred over to the combo thread ASAP that's done, so we can have it all in one area. Please if you guys have any more comments on this video to help with the techniques in it, keep sharing. If I missed anything in the combo thread, let me know.

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For people trying to get the timing for the ...236A -> 5B -> 5C -> 236B -> 236B... in the corner, delay your 5C AND 236B inputs the same amount of time to get the 236B follow up to connect. Hope this helps

Does the character height matter? Like would the corner combo works differently on different characters?

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...236A > 5B > 5C > 236B > 236B...

Is quite hard for me to get down consistently but it seems like you need to delay the C and rampage as long as possible to get it all to land.

Guess I need to keep at it. :)

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Edited Throw (CH) > 2A > 5C > JB > JC > JB > JC > 236C (0%@2764) to show 236C instead of 236D which does not work.

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...236A > 5B > 5C > 236B > 236B...

Is quite hard for me to get down consistently but it seems like you need to delay the C and rampage as long as possible to get it all to land.

Guess I need to keep at it. :)

Yeah I'm actually having a ton of trouble with this as well. 98% of the time my second 236B whiffs ;___;

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Yeah I'm actually having a ton of trouble with this as well. 98% of the time my second 236B whiffs ;___;

Do ...236A>236A>5B>2C>41236B>236B. Push 2 and C at the same time (as in, don't hold 2 during the 5B animation, then input C; input 2C from neutral).

This isn't a miracle solution, but it's an easy way to attempt to ingrain the correct delay into your head by making it something active and not something passive.

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(On Crouching) JBB > 5B > 5C > 2B > 2C > 236B > 5AA > 5B > 5C >2B > 2C > 5B > 2AB (0%@3374) it seems that this one leaves them in a state where they will be air blocking 2DD on recovery, recorded the combo as chie then tested against me recovering/blocking as naru.

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yup if u omit the 5b b4 the 2AB it will also give HKD

edit: yours does abit more dmg tho so im usin that!

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I have a question about the oki. I try some of the setups mid match vs some characters but it just seems they can DP right out of my 5DD setup mid-screen and at times in the corner. Is there something I'm doing wrong?

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5DD and 2DD aren't DP safe; they just force the opponent to block (for a loooooooong time) rather than mash jab on wakeup. If people are DPing out, just start Tomoe up, block instead of doing normal mixup (or jump and airblock, if their DP isn't air-unblockable like Yu's, and you want to make it look more like you're doing normal airdash mixup), and punish back into oki. Also, 5DD has more startup than 2DD, so your midscreen oki is much easier to DP/mash out of than your corner oki. Keep that in mind.

I /think/ j.2D can be DP safe (read: they can DP and hit Tomoe but you won't get hit) if it's spaced right, so you may want to do j.2D over 5DD for midscreen okizeme sometimes. Need to test that to confirm it, but I'm pretty sure it's accurate. Also, don't try doing 5DD oki on Narukami, Chie, Yousuke, Sanada, or Aigis, if they seem to know their shit; they can just 5A and hit Tomoe before it's active.

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something i just tested that i noticed some of the combos from the movie do. If u have them in the corner and doing 2DD oki; then try to do a airdash fake into a low; it will lose if they are blocking Tomoe and mashing 5A since Tomoe will leave shortly before u land and u still have to land then start up 2A while they can already have 2A starting. I guess the fix for this would b to just jump and do a falling j.B then 5B or jump then just dont j.B and just 2A (Note: you cant j.BB without the airdash)

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What do you mean by airdash fake? It's either jump>land 2A or jump>low airdash j.BB. Jump>airdash>land 2A is way too long.

Secondly, you don't have to hit 2DD immediately after 2D; you can delay it a little, so Tomoe is out longer and covers your mixup better

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yea thats what im saying, so if u airdash the opponent knows to stand up since u have to wait until the end of airdash to do j.BB and since they can see the airdash they know that they can mash out if u dont j.BB so im saying if u always just straight jump and never airdash; they have no clue if ur doin an overhead or a low. and u just miss out on the second b of j.bb

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yea thats what im saying, so if u airdash the opponent knows to stand up since u have to wait until the end of airdash to do j.BB and since they can see the airdash they know that they can mash out if u dont j.BB so im saying if u always just straight jump and never airdash; they have no clue if ur doin an overhead or a low. and u just miss out on the second b of j.bb

That's not how the mixup works at all.

http://www.youtube.com/watch?v=sf4-gYnCgXM

That explains why you do airdash j.BB. And you can't react to the airdash, lol. If you could, the mixup wouldn't hit people

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no this is pretty much what i was saying; see but in that vid jam attacks at the same time as she air dashes so ofc u cant see the diff; but for me at least when i do the jbb combo with chie it wasnt letting me j.bb until near the end of the dash; letting the opponent clearly see the dash. doin it wrong i guess; i just watched tetsu do what i was talking about tho.

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