The Power of Resets and General Oki Game


Poison does not understand the concept of a reset…but im trying to work something out in that regard.


rofl, I didn’t know that every character has a superjump xD


Honestly I actually didn’t believe in this silly oki poki stuff. So I added vulcan on xbox and played a lot of matches with him. I rolled on purpose to try to expose his “art” then when I rolled he did really mean things to me :(. To the point I couldn’t roll anymore because my sodium levels were so high I had to take my hands off the controller and meditate and I’d stand up in neutral. Fun games vulcan I like how you play! You could of timeout me when you had the life lead but your the type of player that thinks “It’s not a win till someones laying on the floor KO’d, “whats a timeout, eh I dunno?” ATTACK!”. Players like you make this game enjoyable, thanks for the fun ^.^!


lol yeah I got really mean and dirty setups vs every type of knockdown. It surprises people everytime. :slight_smile:

GGs (do we even have a GGs thread?)

btw I do play really lame sometimes. Depends on the matchup I think and who I’m playing.


Actually we could probably use one around here. :smiley:


Well, this stuff isn’t exactly “Oki” per se, but these are ways that you can mess with the opponent’s wake-up so that you will be in range to continue some kind of pressure no matter how the opponent gets up from a knockdown.

With Ken, if you do his forward throw, then immediately forward jump, if your opponent rolls they’ll be rolling in the same direction that you jumped. And if you do a delayed air tatsu, you’ll end up in range whether the opponent simply stood up or rolled, which you can then proceed to CADC to get back in the opponent’s face. I believe the same principle applies to Ryu, as his forward throw is the same as Ken’s.

With Heihachi, if you do his forward throw, immediately dash twice, and then neutral jump HK, if the opponent rolls the opponent will end up behind you and the jumping HK will hit them, and you can then proceed to combo them (and if they manage to block it you can maintain pressure and continue with his devastating mix-up game). If the opponent doesn’t roll, the jumping HK won’t hit but you’ll still be in range to do either :b: + :lp: (his overhead), :f: + :mp: (his low), or :f: + :lk: (frame trap), all of which can lead into full combos on hit.

With Abel, if you connect with any version of Tornado Throw or the Change of Direction combo (ending with the overhead grab not the low), if you do LK roll as soon as possible, whether or not the opponent rolls you’ll still be in step kick range.


Around 1:28 in this vid is a reset. You’ll see how effective it is in terms of resetting scaling and also optimizing damage. it’s nothing huge but i feel it fits here the best.


Really really late to this thread, I feel like I understand this gaME NOW!!! tHANKS SOO MUCH :smiley:


Vulcan for president. I’ve been looking for soft knockdown spots over the last few days, but I really should be looking for resets if I really want to get anywhere.

EDIT: And I thought I should say this. For whatever reason, the second hit of EX Hakkesho will whiff on a juggled opponent. Hopefully, that’ll be fixed.


I’ve been trying really hard but i cant seem to get Poison to do a standing reset…

Vert told me to get Tapatalk 2


Unfortunately, not all characters have the ability to crumple or reset a bounce.

But all characters have the ability to CADC out of a link and EX CADC out of a chain. So that’s kind of a universal reset but not so good if you don’t have a comboable overhead and a fast enough dash. Without a good overhead, your only CADC mixup is to go low, bait or tick throw. But that can still be good at the end of a long scaled combo to get a surprise throw/frame trap. For example: 1 bar 400 scaled damage ending with (EX) CADC throw/frame trap. Then you can get 130/150 from a throw or 300/400+ from a reversal bait or frame trap/throw bait.

Sorry btw, I haven’t updated first post in a while. I’m too busy trying out the new characters hah. Will eventually get back to this with more vids and tech.


What is the best way to go around finding a character’s oki? Right now with Bryan I am seeing what his best moves are from each of his hard knockdowns (so many) that deal with each thing the opponent can do on wakeup. And what exactly are safe jumps and how to find them? Just jump attacks you can do that an opponent cannot aa due to how long it takes them to get up?

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Here is my first video for my Guy/Lili Resets/Vortexs I still have alot more to show I hope this will help any Guy and Lili players and I left out some parts by accident I will make sure to include it in the next video. This is great tech for your Oki and Shout outs to FlyingVe for discovering the Dive Kick tech. Next up will be auto correct and roll so I still have plently more to show too bad it takes 2 meters to do this because of Guy.




What’s the most damage Guy can get from that ground bounce solo? And can he combo into ground bounce?

Using 2 meters for a reset isn’t bad per say, the real problem here is that you barely do 150 damage for 2 bars then go into a reset. That’s sacrificing a lot of meter and guaranteed damage for a mixup that might not even land. Ideally, you want to deal a maximum of damage right before you go into the reset. If you could find a way to do like 330 or 400 damage right before the ground bounce, then your reset would be a lot better. That’s what makes Flying Ve’s reset good: Hwoarang can get a free ground bounce off a launcher or BnB and you just need 1 bar to tag Lili in.


That’s the bad thing about it Guy can’t combo with his ground bounce and that’s the only one he has. Ex run is only a mix up/ reset tool itself I will keep trying and find some other way. But that’s all Guy has sadly but I will keep trying and thanks for the advice :slight_smile:


Your focus imo should be on finding really ambiguous cross-ups/cross-rolls and roll resets. Safe jumps OS and vortexes are not so reliable in this game. Safe jumps are meaty jump attacks that hit on the last active frames and allow you to block 4+ frame reversals in time. You cannot jump out vs a safe jump. In AE the only way to escape a safe jump is to either backdash, use an invincible escape reversal (like teleports) or a 3f or less reversal. In this game, people can roll and use alpha counters which makes safe jumps kinda weak compared to SF4. So like I said you gameplan should not be based on safe jumping, option-selects and vortexes. Meaty jump ins can always come in handy though. Check vesper arcade and option-select vids for more info about safe jumps and OS.

About your other questions:

-If Bryan has good properties on counter hit, find his longest knockdowns and see if you have enough time to safely store a counter hit for free. (ground/wall bounces are good for this. If you have enough time to store a CH then you likely also have enough time to safely raw tag btw)
-See if you can hop over a downed opponent quickly enough to reset the roll.
-Find your 2-3 main combo enders that you will almost always use. At least one of them should encourage quickstand (send opponent high in the air), and one should encourage roll (send opponent far away). And design a few anti-quickstand and anti-roll setups for them.
-Also look for a move he has that can catch most backdashes (and is ideally safe on block).

I think those are the most important things to look for regarding oki in SFxT.

EDIT: Yeah so basically, you don’t need a million setups for every single knockdown. Just the knockdowns that matter and are recurrent enough. I personally focus on BnB, post-launch, AA and a few others. Keep it simple. Less is more because you need repetition to condition the opponent to fall for your mixups.


Vulcan I think I found a way to combo it I will upload the video tomorrow if I’m right.


So not that I am focusing on safe jumps and meaties, but the way to test if something is meaty would be to set the dummy to jump and if they cannot it is meaty?

The good thing about Bryan is that he has very few legitimate enders and they all result in hard knockdowns, fulllscreen kds, or both (in fact I am hard pressed to find a quick to abuse). That is one of the reasons I suspect his oki game is strong, one is not given tools like that by accident, and some moves do not even make sense unless the sweep is beneficial…

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I’d like to know the answer to testing meaty moves as well, as I really want to look deeper into Elena’s wake up game (possibly her secret strength?) so any tips would be most appreciated :slight_smile:


Well I can spend some time finally this morning on oki stuff, so if you like I can test things with both Bryan and Elena. Not too into her but I do like “bad” characters, and I gotta admit that is a cute face there.

Why do you think she might have oki potential?

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