Oki is short for “okizeme”, or wakeup games from the attacker’s perspective. It does not refer specifically to performing a mixup on the enemy’s wakeup, but okizeme may (and often does, in ASW games) include mixups. Similarly, it does not necessarially involve a setup, but it may and frequently will in P4U. In a game like Melty Blood, though, there are characters from whom you will almost never see a setup or mixup for okizeme because it’s better (for those characters) to just start back up their pressure.
Here is a basic tutorial on Chie’s okizeme (which is very setup + mixup heavy). it’s in Japanese, but you can see what’s going on.
www.youtube.com/watch?v=RtEN7XcwBDs
Look at the color of the combo counter:
Red: “Real combo”
Yellow: Enemy could have teched at some point. Where they could have teched is shown with a (/) sign and a number by the combo counter. There are some cases where Yellow Beat combos are “legitimate”, because teching would mean eating a reset. AKA Black Beat (because of Guilty Gear) and Blue Beat (because of Blazblue)
No, just get used to hitting :f::f: in the air. Instant Airdash (IAD; an airdash as low as possible) can be performed by tapping :uf::f: (with a neutral between the directions) since :uf: registers as the first :f: in the :f::f: in addition to being the “jump” input.
Fatal Counter is a system which was first introduced in Blazblue Continuum Shift. Basically, it’s a special property which (once connected) adds additional hitstun to every attack in the following combo. It was +2 frames of hitstun for each attack in BBCS, but I don’t know if it’s exactly the same in P4U. This makes confirming existing combos easier, and may also make previously impossible combos possible.
Moves with the Fatal Counter property inflict a Fatal Counter on counterhit rather than a regular counter, but it is possible for certain attacks to inflict Fatal Counter without a counterhit or even in the middle of a combo. In P4U, the only normal-hit Fatal Counter attacks are the perfect followups to All Out Attacks (AoA is a universal overhead command).
Additionally, “Fear” status causes all of your attacks to become Fatal Counters for its duration (and also prevents the enemy from teching throws).
Get familiar with “number pad” (international) notation;
:ub::u::uf:
[_]:f:
:db::d::df:
is commonly written as
789
456
123
So 236 is a quarter circle forward, 214 is a quarter circle backwards, and 1632143 is the SNK pretzel motion which is so annoying to notate in “english” notiation. There aren’t any complicated inputs like pretzel in P4U, but you can expect the numerical notation to be pretty standard in combo listing threads so you should know what it means, haha. Also, check out Dustloop and Mayonaka Midnight for forums more dedicated to this game than SRK.
Oh, and this might be helpful to you: http://mayonakamidnight.com/showthread.php?1463-Supporting-Building-a-Small-FG-Scene-from-the-Ground-Up
From what I understand, they are very different games. That said, playing BB might at least get you used to basic things like how jump cancel timing works in ASW games again, so maybe mess around with it a little?