C0R Report post Posted February 13, 2013 (edited) Getting Started [table=width: 700, align: center]Table of ContentsIntroductory Notes[table=width: 450, class: grid, align: center]OKIZEMEOption Selects Exposing Character Weaknesses High Turnover Vs. High Reward [*]MIXUPIdentifing Faults Hard-to-Blockables True 50/50'sGROUNDED FOOTSIESWhiff Punishing Instigating Fear Converting Pokes to PressureAIRBORNE FOOTSIESPunishing Landing/Airborne Recovery Recovering Lost Ground No-Fly-ZoneSTEIN COVERIn Neutral On Defense With PressureDEFENSEIBFD Whiff Punish Guarantee Counter Assault Dashing OmohikaneGOOD MATCHUPS Abusing Strengths Dictating Pace Focused Play [*]BAD MATCHUPS [*]Minimizing Risk [*]Reducing Reward [*]Leveling the Field [*]STABILITY [*]Practice [*]Self-Estimation [*]Removing Repeat Error [*]CHANGING MODES [*]Opponent Detention [*]Amassing Power [*]Actualizing Intent [*]MOMENTUM [*]Policy, Process and Procedure [*]Reversing Momentum [*]Retaining Momentum [/table][table=width: 350, class: grid, align: center] [tr]This doctrine, composed of movement methodology, stein schema, mixup drills and okizeme procedures, is the culmination of the collective contribution of knowledge of the µ12 community. Its contents are intended for only the most power-hungry and technically adept players, as most of these teachings require not only extensive character knowledge, but also precise execution and high overall understanding of the game's mechanics.Please don't hesitate to discuss concepts or techniques that this guide presents. However, discussion should be brought to the µ12: General Gameplay & Discussion thread, quoted from the original posting with the aspect of the quote in question underlined. Here is an example:Usage of fuzzy guards should however be kept to a calculated low, their overall requirement and reward are far inferior to that of a more standardized mixup, thus fufilling a more niche branch of the mixup tree. "If the Fuzzy leads to good damage and knockdown, what are the downsides implied by this phrasing?"The creation of this guide will take an extensive period of time, via the dedication of many contributors, undergoing many drafts and proofs until deemed exemplary in quality and consistency. Throughout this creative process, please feel free to input critique, be it in spelling, punctuation, informational inconsistencies, broken links or even wordings/word choice that is difficult to understand. [/table] [/table] Edited February 13, 2013 by C0R Share this post Link to post Share on other sites
C0R Report post Posted February 13, 2013 Don't touch my beautiful thread, unless you're Pedro, in which case be really careful with the tables they are extremely volatile. Share this post Link to post Share on other sites
C0R Report post Posted April 4, 2013 (edited) This chapter will not cover specific setups, nor explain a general approach to okizeme. For such information, refer to the Okizeme Catalog. Welcome everyone, to the first chapter of the Elite Tactics guide. This portion will expose aspects of μ's gameplay that are not widely known, but serve as critical tools when mastered. This section will refer to two different oki setups constantly throughout its writings, for an advanced demonstration on these setups, refer to their postings in the okizeme catalog. Links will be provided. Input Hit Priority2a2ac 2b Autotimings Post AirthrowPost j.2c Throw Whiff Autotimings Safe Jumps Exposing character weakness High turnover vs high reward Edited April 4, 2013 by C0R Share this post Link to post Share on other sites