:d::snka: > :dp::snka:
:d::snka: > :hcb::snkc: (only close up)
:l::snka: (x2), :snka: > :dp::snka:
(Near corner) :r::snkc: > :r::hcf::snka::snkb:
:r::snkc: > :qcf::snkb:
:r::snkc: > :r::hcf::snkb:
:snka:, :d::snka:, :d::snkb: > :dp::snka:
:snka:, :d::snka:, :d::snkb: > :qcf::snka:
:snka:, :d::snka:, :d::snkb: > :hcb::snka:
:snka:, :d::snka:, :d::snkb: > :hcb::snkc: (only close up)
:snka:, :d::snka:, :snkb: > :qcf::snka:
:d::snkc: > :dp::snka: (Huge range on this, since the :d::snkc: actually moves you forward)
:l::snka::snka: > :l::snka: :snka:, :d::snka:, :d::snkb: > :qcf::snka:
(Corner)(Activate speed combo special :d::d::snka:/:snkb:) (Let it hit)
:l::snka: :snka: > :l::snka:, :snka:, :snkb: > :qcf::snka:
:snkb::snkc: (stuns) > :hcb::snkb: > :r::hcf::snka::snkb:
He’s actually pretty low on the tier list, but he’s one of my favourite characters to use.
He’s a zoning character who can also play tradtional rush-down as long as you’re careful.
If you’re smart, you can probably beat less experienced players just by alternating high/low turtles and the far version of his fishing rod. I’ve gotten a lot of perfects this way. Alternatively, if they’re smart enough to get past the turtle zoning (because it’s relatively easy to, if you just jump straight up and block), then move in with low-jumps :snka:'s and :snkb:'s. If you land a jump-in, follow up with :d::snka: then :dp::snka: > walk forward :df::snkb: or if you’re absolutely sure you’re gonna score a hit, :d::snkb: > :dp::snka:. Hit and run, don’t always try to rush-down with him. Hop back, tos s a turtle or two and then go back in again. His turtles do inflict a lot of damage if they hit, so even one or two hits here and there can really turn the tide.
If the turtle zoning starts to go bad, or they manage to get past one, stop throwing turtles and retreat/re-group. Get to the other side of the screen, and then start throwing them again. If you stay and try to fight them head on, you will lose. Okina excels in keep away and in quick offensive strikes. Clutch fighting is not his strong point.
His super is only guaranteed off :r::snkc: in the corner, or off :hcb::snkb: after a successful parry. You have to start the :hcb::snkb: like RIGHT AFTER you parry.
Don’t use his turtles in combos, don’t use his spinning moves, and don’t use his teleports besides the :snka: version. You can dodge the :snkb: and :snkc: versions just by jumping straight up and blocking. Or in the case of the :snkc: version, I can just parry and punish.
If you land a successful ground-air parry, punish with :d::snkb: or :hcb::snkc: (more on this move in a bit).
The main thing holding him back is that he can’t land his super very easily, but mix-ups between :l::snka:/:snka:/:d::snka: pokes, low jump ins, and :dp::snka:'s can really disorient someone. I used to have him at the bottom of my tier list until I figured him out a little better and I now believe he’s about on par with Juzoh.
One great tactic I’ve found is that if you’re successful with the turtle zoning, people become very frustrated and they’ll try to get in using whatever means necessary. This usually means that if they get knocked down, they’re gonna roll towards you. Now, Okina’s :hcb::snkc: has to be blocked high, but any half decent player is gonna block low on wake-up to be safe. So what this does is it not only scores you a relatively guaranteed hit (you’d be surprised how long it takes people to figure out how to defend against this), but the way it hits, you end up landing right behind them. If they’re not close enough for you to hit this move at point blank, run forward a bit after the knockdown and wait for them to roll. The running forward will also give them even more incentive to roll towards you since they’ll be thinking “oh shit, he’s moving in now’s my chance”.
Now, if they quick recover, you can nail them with a guaranteed :d::snkb: > :dp::snka: and if they don’t, you still get a free :df::snkb: or :snkc:.
Also, as the guide says. Jumping A for all purpose, C for air-air for him.
He has problems with Moriya, Setsuna, Zantetsu and Lee though because of how quickly they can get across the screen. They can punish a blocked turtle very easily.