GGXRD-R2/Chipp Zanuff/Okizeme: Difference between revisions

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NOTICE: THIS PAGE IS A SKELETON. THE CONTENT ON THIS PAGE IS TO GUIDE WRITERS IN CREATING NEW CONTENT FOR THE PAGE.


== Introduction ==
== Introduction ==
:A short paragraph explaining in the broadest terms what the character's oki is like.
:STILL A WORK IN PROGRESS Chipp's okizeme is an all- in, one-and-done, deceptive approach. He creates his offense by using his great speed and by playing on the opponent's expectations to open up their defense. He has various options for meaties, a command throw (unblockable), a semi-invisible buff move, and teleports to guarantee oki from any situation or to play mind games with his opponent. At midscreen, his mixups are somewhat above average in potency, while his pressure options on block and reward on hit are somewhat below average, while his corner okizeme is some of the best in the game in terms of number of setups and mixup options, but highly variable in terms of reward and vulnerability to defensive options.  
This section should be accessible to players who are fresh out of the tutorial and to people who do not play this character. It's OK to have this section be a little redundent when compared with the more detailed sections of the oki page. The goal here is to provide an overview that somebody can read with little to no experience with the character and walk away with a basic understanding of the character's goals during an oki situation.


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== Example Routes ==
== Example Routes ==
:This is the equivalent of the combo list from the combo page but for oki.  
:Chipp's okizeme is often dependent on what knockdown he takes, and what knockdown he takes is often determined by the combo starter. His main knockdowns are 2D, j.d., alpha plus, air alpha blade, and wall alpha blade. He can also get a good knockdown with Ryu Yanagi (though this isn't often used for the purpose of a knockdown, since the attack grants the enemy so much tension and burst meter), and of course his other overdrives are also knockdowns. We will categorize his oki setups into '''Universal, Midscreen 2D, Midscreen Alpha Plus/Close Range Air Alpha, Corner Air Alpha Blade/Alpha plus, J.D., Corner 2D, Corner Air Alpha > cling > uncling > Air alpha, High Wall Alpha Blade, and Miscellaneous.'''
Categorize this section based off of the type of knockdown, and break down your options from that knockdown. Be sure to explain the strengths and weaknesses of each oki route. For Example: Oki #1 gives a left/right mixup and leaves you + on block, but loses to a well timed wakeup throw, and to IB throw.


=== Close range 2D Knockdown ===
=== 1. Universal ===
==== Meaty Button ====
:Simple Okizeme that will work off of virtually any knockdown.
* Mixup options:
==== *H Teleport > Meaty Falling J.HS ====
*  Strengths:
:+ Easy execution, is a safejump, can do an empty low option, can jump install the teleport with 228H to perform an airdash and hit 2 highs instead of one, can teleport early and perform meaty j.s. for opponents that recognize you won't have time to meaty the j.hs and therefore expect you to perform an empty low.
* Weaknessess:
:- Small reward, not safe from blitz, empty low option highly vulnerable to throw, any varations of high besides falling j.hs are not reversal or backdash safe, extremely telegraphed and predictable if not mixing in the empty low, which is high risk and low reward.
*  Required Setup:
==== *Meaty Gamma Blade ====
:+ Gives good reward on hit, easy to perform, and if spaced right, is safe from blitz and reversal moves. If YRC'D, gives significant frame advantage on block.
:- It is not a mixup, is reactable, and without YRC, leaves you with poor options to continue pressure unless it was done from extremely close range. Slightly disadvantageous if it is backdashed.
==== *Dash in Meaty 2K ====
:+ Is a low, easy to perform, can be done out of throw range, safe versus slower reversals, safe versus blitz
:- Very telegraphed, not safe vs fast reversals, poor reward (especially when performed out of throw range or after knockdowns where dashing in is not possible).


==== Meaty Projectile ====
=== 2. Midscreen 2D ===
*  Mixup options:
*  Strengths:
*  Weaknessess:
*  Required Setup:


==== Empty Jump Throw ====
==== *FDC Left/Right > Meaty Falling J.HS ====
*  Mixup options:
:Setting this up requires the 2d at a long but not very long range. The mixup is this; dash in and perform a neutral jump. This is important to get the spacing right and negate crossup protection. Non crossup side uses FDC, which is done by cancelling the startup of j2k into faultless defense, then do falling jhs. The crossup is simply a 668 jump in into falling jhs.
*  Strengths:
*  Weaknessess:
*  Required Setup:


=== Long Range 6H Knockdown ===
:+ An unreactable high left/right that will safejump both sides. Can do an empty low instead. Can loop the situation, and though the reward is not impressive on hit, many opponents will burst/start spamming blitz predictably to deal with this mixup.
==== Meaty Projectile ====
:- Unimpressive reward, obvious temptation for enemy to blitz which can work for or against you (but the risk/reward is skewed in their favor most of the time), utilizing the crossup version can negate any corner carry you had achieved.
 
=== 3. Midscreen Alpha Plus / Close Range Air Alpha ===
 
==== * IAD Meaty J.S. or Land 2K ====
:+ Practically unreactable high/low. The IAD can be very deceptive to many opponents.
:- Unimpressive reward, empty low is throwable, neither option is safe vs reversals.
 
=== 4. Corner Air Alpha / Alpha Plus ===
:These are the famed wallcling okizeme. From alpha plus, you must use 228H tele > wallcling. From air alpha, you can choose to cling and divedown > h tele cling, or you can fall after the kd alpha, then jump and cling. Jump > cling gives lots of frame advantage and makes timing oki much easier, but you can meaty with dashdown > tele cling > oki vs lightweights, slow wakeup chars, or if you used the jk(1) jd alpha ender on fast wakeup middleweights.
==== *Cling > Uncling > falling J.hs ====
:The crossup option that can be safejumped. If only one hit lands at the correct height, can do j.hs > 5h > alpha > alpha plus to retain the corner. Otherwise, must take a high wall alpha route and lose corner. Fortunately, post high wall alpha okizeme is very good and the damage of the high wall alpha combo is above average.
==== * Dashdown > air backdash > j.hs ====
:The midscreen side option. Unfortunately, can't safejump vs fast characters like Sol. Virtually unreactable.
==== *Dashdown > 2D ====
:The low option, safe versus many reversals. Good vs blitz spam. Possibly reactable but still very fast.
==== *Cling > Uncling > 2k ====
:FOR CORNER SIDE, AIR ALPHA BLADE KD ONLY Obviously low reward, but useful since it is so rarely defended against. It is the last thing opponents will be looking for, and will beat the conventional FD/DP OS. Not reactable, but the opponent may react to the fact that you are falling on the corner side rather than midscreen side. Weak to throw, but in the corner vs Chipp, most people will not be looking to throw you.
==== Crossup Alpha Blade ====
==== Beyblade ====
==== *Genrouzan ====
:High reward but reactable and obviously not meaty. Can be a good answer to blitz happy opponents. Can be set up any way you choose, but recommended is dash down > 22P > Genrouzan. Only combos meterlessly if done from the ground rather than the wall so that you can use the wall cling > dash down combos.
==== *Forward Jump TK Ryu Yanagi ====
:AIR ALPHA KD ONLY Chipp's setplay option. A powerful okizeme that shuts down blitz, makes using reversals difficult, beats backdashes, and has multiple layers of nuance for the opponent to deal with such as left/right, timing of highs and lows, reset/no reset, blockable/unblockable. The mixup can be air backdash > cling > Genrouzan, air backdash 2D, air backdash 5D, delay air backdash > j2k,land Genrouzan, land 2D, or land 5D. Requires 50 meter and very impressive mechanical skill.
==== *Dash down > dash > IAD > JHS ====
:AIR ALPHA KD ONLY Crosses up and safejumps. Telegraphed but nice to throw in every so often just for the sake of variation in your visual offensive cues.
==== *Dash down > dash > Kire Fast Shuriken > 2k =====
:AIR ALPHA KD ONLY The shuriken's purpose is to cause you to land more quickly. It can of course be done without the shuriken if initiated earlier. Very tricky as it seems obvious that you will hit high, and of course the crossup side low is almost never defended well. A good idea to have your opponent respect that the above option is a safejump before you attempt. Low reward and requires that your fast shuriken is equipped.
 
 
=== 5. J.D. ===
=== 6. Corner 2D ===
:These two oki both assume that the 2D leaves the opponent right up against the wall; if it does not, these won't work.
==== * H Tele > Cling > Falling J.hs ====
:This one is an unreactable left/right, even though it looks like Chipp should always hit in the front. This is because when he wall clings, he has crossed the opponent up. If you want to hit from the midscreen side, drop and time your meaty lower to the ground. If you want to hit from the corner side, perform it just a moment after you've let go of the wall. You will hit roughly the top of their head, and hit twice, landing in front of the opponent and being able to combo into your wall cling setup. Be careful; there is a timing between these two where crossup protection will be triggered.
=== 7. Corner Alpha > Cling > Uncling > Alpha ===
=== 8. High Wall Alpha Blade ===
=== 9. Miscellaneous ===
==== 2K Restand ====
:Sometimes a good choice off of knockdowns that would net you simple and predictable okizeme, such as random adlib j.d.'s that are not ideal, or against opponents who you suspect will not be prepared for the immediate pressure. Higher commitment followup options like teleporting or gamma blade are at the mercy of delayed techs, but dash ins are somewhat safe. This is a highly subjective form of offense you use your imagination and analyse your opponent.
==== OTG Gamma Blade ====
:You can H tele > fall > airthrow their tech. If they do not tech, you have time for a meaty low or movement. You can use the very long trap effect of the Gamma Blade to cover your 214K Invisible Buff.
==== Zansei Rouga ====
:Universal options as well as meaty ground Alpha Blade as a gimmick. The move is throw invulnerable and will pass through/ clash with dragon punches. Not truly safe on block, but is somewhat safe in some matchups or versus timid opponents. Obviously weak to blitz/backdash. Has some validity as an option since a lot of players like to mash after Zansei Rouga, and made stronger if you use Genrouzan as a mixup post ZR.
==== Ground Throw ====
:You can use universal options and even safejump with an early FDC for a fake mixup. Can forward TK Ryu Yanagi for some left/right/high/low action.
==== Air Throw ====
==== 2D > Resshou Resets ====
:Attempt to reset a tech with either dash in 6H if they like to mash after teching or dash in airthrow if they tend to block. CH 6H has very high reward.
*  Mixup options:
*  Mixup options:
*  Strengths:
*  Strengths:

Revision as of 09:10, 16 June 2019

Introduction

STILL A WORK IN PROGRESS Chipp's okizeme is an all- in, one-and-done, deceptive approach. He creates his offense by using his great speed and by playing on the opponent's expectations to open up their defense. He has various options for meaties, a command throw (unblockable), a semi-invisible buff move, and teleports to guarantee oki from any situation or to play mind games with his opponent. At midscreen, his mixups are somewhat above average in potency, while his pressure options on block and reward on hit are somewhat below average, while his corner okizeme is some of the best in the game in terms of number of setups and mixup options, but highly variable in terms of reward and vulnerability to defensive options.


Example Routes

Chipp's okizeme is often dependent on what knockdown he takes, and what knockdown he takes is often determined by the combo starter. His main knockdowns are 2D, j.d., alpha plus, air alpha blade, and wall alpha blade. He can also get a good knockdown with Ryu Yanagi (though this isn't often used for the purpose of a knockdown, since the attack grants the enemy so much tension and burst meter), and of course his other overdrives are also knockdowns. We will categorize his oki setups into Universal, Midscreen 2D, Midscreen Alpha Plus/Close Range Air Alpha, Corner Air Alpha Blade/Alpha plus, J.D., Corner 2D, Corner Air Alpha > cling > uncling > Air alpha, High Wall Alpha Blade, and Miscellaneous.

1. Universal

Simple Okizeme that will work off of virtually any knockdown.

*H Teleport > Meaty Falling J.HS

+ Easy execution, is a safejump, can do an empty low option, can jump install the teleport with 228H to perform an airdash and hit 2 highs instead of one, can teleport early and perform meaty j.s. for opponents that recognize you won't have time to meaty the j.hs and therefore expect you to perform an empty low.
- Small reward, not safe from blitz, empty low option highly vulnerable to throw, any varations of high besides falling j.hs are not reversal or backdash safe, extremely telegraphed and predictable if not mixing in the empty low, which is high risk and low reward.

*Meaty Gamma Blade

+ Gives good reward on hit, easy to perform, and if spaced right, is safe from blitz and reversal moves. If YRC'D, gives significant frame advantage on block.
- It is not a mixup, is reactable, and without YRC, leaves you with poor options to continue pressure unless it was done from extremely close range. Slightly disadvantageous if it is backdashed.

*Dash in Meaty 2K

+ Is a low, easy to perform, can be done out of throw range, safe versus slower reversals, safe versus blitz
- Very telegraphed, not safe vs fast reversals, poor reward (especially when performed out of throw range or after knockdowns where dashing in is not possible).

2. Midscreen 2D

*FDC Left/Right > Meaty Falling J.HS

Setting this up requires the 2d at a long but not very long range. The mixup is this; dash in and perform a neutral jump. This is important to get the spacing right and negate crossup protection. Non crossup side uses FDC, which is done by cancelling the startup of j2k into faultless defense, then do falling jhs. The crossup is simply a 668 jump in into falling jhs.
+ An unreactable high left/right that will safejump both sides. Can do an empty low instead. Can loop the situation, and though the reward is not impressive on hit, many opponents will burst/start spamming blitz predictably to deal with this mixup.
- Unimpressive reward, obvious temptation for enemy to blitz which can work for or against you (but the risk/reward is skewed in their favor most of the time), utilizing the crossup version can negate any corner carry you had achieved.

3. Midscreen Alpha Plus / Close Range Air Alpha

* IAD Meaty J.S. or Land 2K

+ Practically unreactable high/low. The IAD can be very deceptive to many opponents.
- Unimpressive reward, empty low is throwable, neither option is safe vs reversals.

4. Corner Air Alpha / Alpha Plus

These are the famed wallcling okizeme. From alpha plus, you must use 228H tele > wallcling. From air alpha, you can choose to cling and divedown > h tele cling, or you can fall after the kd alpha, then jump and cling. Jump > cling gives lots of frame advantage and makes timing oki much easier, but you can meaty with dashdown > tele cling > oki vs lightweights, slow wakeup chars, or if you used the jk(1) jd alpha ender on fast wakeup middleweights.

*Cling > Uncling > falling J.hs

The crossup option that can be safejumped. If only one hit lands at the correct height, can do j.hs > 5h > alpha > alpha plus to retain the corner. Otherwise, must take a high wall alpha route and lose corner. Fortunately, post high wall alpha okizeme is very good and the damage of the high wall alpha combo is above average.

* Dashdown > air backdash > j.hs

The midscreen side option. Unfortunately, can't safejump vs fast characters like Sol. Virtually unreactable.

*Dashdown > 2D

The low option, safe versus many reversals. Good vs blitz spam. Possibly reactable but still very fast.

*Cling > Uncling > 2k

FOR CORNER SIDE, AIR ALPHA BLADE KD ONLY Obviously low reward, but useful since it is so rarely defended against. It is the last thing opponents will be looking for, and will beat the conventional FD/DP OS. Not reactable, but the opponent may react to the fact that you are falling on the corner side rather than midscreen side. Weak to throw, but in the corner vs Chipp, most people will not be looking to throw you.

Crossup Alpha Blade

Beyblade

*Genrouzan

High reward but reactable and obviously not meaty. Can be a good answer to blitz happy opponents. Can be set up any way you choose, but recommended is dash down > 22P > Genrouzan. Only combos meterlessly if done from the ground rather than the wall so that you can use the wall cling > dash down combos.

*Forward Jump TK Ryu Yanagi

AIR ALPHA KD ONLY Chipp's setplay option. A powerful okizeme that shuts down blitz, makes using reversals difficult, beats backdashes, and has multiple layers of nuance for the opponent to deal with such as left/right, timing of highs and lows, reset/no reset, blockable/unblockable. The mixup can be air backdash > cling > Genrouzan, air backdash 2D, air backdash 5D, delay air backdash > j2k,land Genrouzan, land 2D, or land 5D. Requires 50 meter and very impressive mechanical skill.

*Dash down > dash > IAD > JHS

AIR ALPHA KD ONLY Crosses up and safejumps. Telegraphed but nice to throw in every so often just for the sake of variation in your visual offensive cues.

*Dash down > dash > Kire Fast Shuriken > 2k =

AIR ALPHA KD ONLY The shuriken's purpose is to cause you to land more quickly. It can of course be done without the shuriken if initiated earlier. Very tricky as it seems obvious that you will hit high, and of course the crossup side low is almost never defended well. A good idea to have your opponent respect that the above option is a safejump before you attempt. Low reward and requires that your fast shuriken is equipped.


5. J.D.

6. Corner 2D

These two oki both assume that the 2D leaves the opponent right up against the wall; if it does not, these won't work.

* H Tele > Cling > Falling J.hs

This one is an unreactable left/right, even though it looks like Chipp should always hit in the front. This is because when he wall clings, he has crossed the opponent up. If you want to hit from the midscreen side, drop and time your meaty lower to the ground. If you want to hit from the corner side, perform it just a moment after you've let go of the wall. You will hit roughly the top of their head, and hit twice, landing in front of the opponent and being able to combo into your wall cling setup. Be careful; there is a timing between these two where crossup protection will be triggered.

7. Corner Alpha > Cling > Uncling > Alpha

8. High Wall Alpha Blade

9. Miscellaneous

2K Restand

Sometimes a good choice off of knockdowns that would net you simple and predictable okizeme, such as random adlib j.d.'s that are not ideal, or against opponents who you suspect will not be prepared for the immediate pressure. Higher commitment followup options like teleporting or gamma blade are at the mercy of delayed techs, but dash ins are somewhat safe. This is a highly subjective form of offense you use your imagination and analyse your opponent.

OTG Gamma Blade

You can H tele > fall > airthrow their tech. If they do not tech, you have time for a meaty low or movement. You can use the very long trap effect of the Gamma Blade to cover your 214K Invisible Buff.

Zansei Rouga

Universal options as well as meaty ground Alpha Blade as a gimmick. The move is throw invulnerable and will pass through/ clash with dragon punches. Not truly safe on block, but is somewhat safe in some matchups or versus timid opponents. Obviously weak to blitz/backdash. Has some validity as an option since a lot of players like to mash after Zansei Rouga, and made stronger if you use Genrouzan as a mixup post ZR.

Ground Throw

You can use universal options and even safejump with an early FDC for a fake mixup. Can forward TK Ryu Yanagi for some left/right/high/low action.

Air Throw

2D > Resshou Resets

Attempt to reset a tech with either dash in 6H if they like to mash after teching or dash in airthrow if they tend to block. CH 6H has very high reward.
  • Mixup options:
  • Strengths:
  • Weaknessess:
  • Required Setup:

Choosing an Oki Route

Explain the thought process that goes into picking an oki route.

This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.

Video Examples

Either embed individual videos, or link off to playlists of videos which cover oki.

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