grumpy64, post: 7386102, member: 66756 wrote:
here is a vid of the possible tech
BadIntent, post: 7386167, member: 58968 wrote:
Just letting you know that only works against the CPU in training mode when they're set to roll. I don't know why they don't block after rolling, but real players can hold down-back and you can see there's absolutely no recovery when rolling. Also, the only untechable knockdowns ryu gets are sweep and EX DP. Counter hit far fierce against standing opponents crumples too if that counts.
grumpy64, post: 7386217, member: 66756 wrote:
i'm a sad panda right now. Perhaps i'm confused on what a hard KD actually is but why is the dummy able to roll after after a sweep? I thought a hard kd eliminated both quick get ups and rolls. Anyway i hope y guys don't mind the vid i figured it was the easiest way for the tactic to be reviewed.
BadIntent, post: 7386245, member: 58968 wrote:
Oh, I should have clarified. In this game you can roll after ALL knockdowns. When I say hard knockdowns, I mean the ones where you just can't quick rise from. Can't really provide any insight to unblockables. Though I did play a Hwoarang that charged Dynamite Heel until it got to the EX and no matter if I blocked high or low, I would get hit. Not sure exactly how that worked, maybe a Hwoarang player knows...?
SamuelVimes, post: 7386360, member: 66013 wrote:
So I just found a 4f safe jump that crosses up against quickstands with a character, so it gives you enough time to do regular oki if they normal recovery and the crossup part gives me a roll reset? How useful is this oki situation? I ask because in the same situation the character traditionally gets around 150 more damage and a hard knockdown. Maybe use it against dpcrazy shotos?
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grumpy64, post: 7390082, member: 66756 wrote:
Not to sound like a complete noob but how do i do ryu's ex dp standing reset. I saw a vid that says to walk the opponent but what does that mean? I've tried doing the move and holding forward but they can still roll.
LordWilliam1234, post: 7390098, member: 55776 wrote:
Basically, as soon as the EX DP connects, tag in your partner, and have your partner simply walk into the opponent. You should push the opponent out of the remaining hits of the EX DP and they will still be standing.
Maverick Hunter X, post: 7477432, member: 69821 wrote:
Chun-Li and Juri's neutral jump HK serve as a good oki tool as they are both split kicks that hit both ways
Rayartz, post: 7485412, member: 35117 wrote:
very good actually, especially when used in jump cancel situations.
Say you've used Chun's(Cl.St.HK) or Juri's (Cr.Hp) to jump cancel and cross up the opponent. if you find them walking forward or predicting your cross up
Jump canceling with a Neutral jump and coming down with HK can be extremely 50/50 on which way to block.
RagingRay, post: 7573857, member: 70429 wrote:
sigh..... so i know this is completely noob of me but this is the ONE term i dont know, what is "oki"?
chaoslimits, post: 7574068, member: 16432 wrote:
Oki is that bullshit YOU do when you knock people down. Empty jump short and that cheap jump in that hits twice, in particular.
LordWilliam1234, post: 7565951, member: 55776 wrote:
Found something that I think could be very useful for a lot of characters...
Maverick Hunter X, post: 7575102, member: 69821 wrote:
I'm not sure about Nina's Rolling Dash tech. It looks too risky to use as when I tried it to a non-rolling opponent in a vs CPU match I just get stuffed, or maybe I'm just too slow. o_O
The other ones are good though.
Vulcan Hades, post: 7575201, member: 26486 wrote:
You could've at least made the effort of reading the opening post because I explained it in simple terms.
Wake up game is when you are getting up after being knocked down and the things you can do to escape your opponent's pressure/meaties. And the Oki game is when your opponent is getting up and all the things you can do to limit or counter his escape options and maitain pressure.
EDIT: Added LordWilliam's vid to OP.
I can't make videos anymore due to some computer problems so I won't be adding new stuff to this thread like I originally planned to. Not in a while at least.
cg123n1, post: 7799758, member: 79189 wrote:
I wouldn't risk a straight up dash like that. Then again, I'm not that confident in myself. XD
Still, since it's a reset that doesn't start up high, it could just be blocked low. Try alternating between that low kick and her overhead (since it's so fast). That'd be your best bet.