High Damage Reset + Safe Cross-Under Meaty [Video Included]

Keep in mind this is a reset/mixup but its very rewarding! Very good for online. Use it sparingly for long sets in battle-lounges & versus to keep your enemy nervous/guessing. Obviously when you want to pull off a reset you’re going to have to use it when you think your opponent is expecting it the least. Here are some real scenarios you could pull off:

Want to see it in action?
Nice thing about the video is it displays key-input and shows total damage per combo & compares them individually at the end!
https://youtu.be/iZb6DCC2ubM

Hit Confirms with Ex-Orochi (Requires 2 Meters):
Your standard hit-confirm
Cr. M. Punch > St. M. Punch > Ex-Orochi (enemy crumble) > St. H. Punch > Ex-Command Dash (cross-under & reset) > Cr. M. Punch (meaty) > Cr. M. Kick/St. M. Punch > Fast Tenko > Fast Tenko

If they’re too far for St. M. Punch here is the alternative
Cr. M. Punch > Cr. M. Kick > Ex-Orochi (enemy crumble) > St. H. Punch > Ex-Command Dash (cross-under & reset) > Cr. M. Punch (meaty) > Cr. M. Kick/St. M. Punch > Fast Tenko > Fast Tenko

If they have fireballs (Ryu, Ken, Nash, Guile, etc) on reaction
Ex-Orochi (under the fireball + triggers their crumble-animation) > St. H. Punch > Ex-Command Dash (cross-under & reset) > Cr. M. Punch (meaty) > Cr. M. Kick/St. M. Punch > Fast Tenko > Fast Tenko


If you have V-Trigger available, you’re about to obtain some more hardcore damage & pressure!
Like all the combos above they provide a more safe-route to opening the enemy up by hitting them with a hit-confirm to their feet. The combo here is very safe since you’re using V-Trigger regardless if this combo hit or was blocked! Which makes it very ideal & safe option if you have V-Trigger!

Maximum Orochi, Ex-CrossUnder/Reset, V-Trigger Damage
Cr. M. Punch > Cr. M. Kick > Ex-Orochi (enemy crumble) > St. H. Punch > Ex-Command Dash (cross-under & reset) > St. H. Kick (meaty) > V-Trigger > St. H. Punch > Fast Tenko > QCF + Punch > Down Punch > Down Punch

Super-Tight Maximum Damage Cross-Under/Reset with V-Trigger
Cr. M. Punch > Cr. M. Kick > Ex-Orochi (enemy crumble) > St. H. Punch > Ex-Command Dash (cross-under & reset) > St. H. Kick (meaty) > V-Trigger > Walk a little bit > St. H. Kick > St. H. Punch > Fast Tenko > QCF + Punch > Down Punch > Down Punch

I’ll only recommend this if you’re very comfortable with doing the St. H. Kick (meaty) > V-Trigger > Walk > St. H. Kick combo, otherwise do the more practical version above.

As you can see here these are combos we know all works. I don’t have to post much videos or information regarding the validity of the damage. You can only imagine how deadly this reset is. Cause if they guess wrong they lose 60% or more of their HP. If they guess right on your cross-under its safe cause of your V-Trigger. You can just stop the combo, do more pressure strings, or anything you want!

As mentioned in the other thread, there’s no guessing to this. If they know about it all they have to look for is the flash. You cannot get crossup without ex and you can’t do non-crossup with ex. So there’s no real guesswork here tbh, easy to react to. Huge waste of bar. It’s also not something new, I saw this during the first week of launch but people quickly decided it was bad for higher play.

You can’t combo crmk into ex orochi. It doesn’t work without CH on the crmk. There’s also no good reason to do meaty sthk, if you’re going for something meaty do stlk or crmp instead since you then get a combo you can confirm (into vtrigger if you want) or stay safe on block without spending your vmeter, actually you get pressure without vmeter on block.

Well, It’s easy to exectue so I try it in some matches and I only could land it twice after doing it more than ten times (not against the same player).

It’s a shame cos it’s very cool but…

This is not true.

01/07/16 Edit: Ignore all the crap I wrote earlier, while it may still be relevant info, the following EX Orochi resets are what I’ve found to be optimal. The only caveat is that I’m still unsure about the corner version’s as they maybe character specific. I can say for certain the mid-screen setup will fail its cross-under’s in the corner, but this may also be character specific. Basically I could use some help testing these with different corner variables, because let’s be honest, I’m probably crazy and it all probably works the way one would think, but here goes:

Meterless Cross Up After EX Orochi (NO EX SEPPO):

Mid-Screen No Cross Up: blah, blah, blah xx EX Orochi, (instant forward dash), c.hp( air reset) xx lk. Seppo, c.lpx2,

Mid-Screen With Cross Up: blah, blah, blah xx EX Orochi, (instant forward dash), c.hp (air reset)* xx JFT (whiffs), c.lpx2,

  • Karin’s c.hp has a huge cancel window so remember, the earlier the JFT is cancelled out of the c.hp, the sooner the JFT whiffs and crosses under the airborne opponent; meaning Karin is faster to recover allowing her to attack sooner.

Corner Non Cross Up: Everything written above seems to just not work in the corner (WHY?)

Corner Cross Up: blah, blah, blah xx EX Orochi, (instant forward dash), s.hp*( air reset) xx lk./mk. Seppo, c.lpx2,

  • Best I could find so far is to replace the c.hp with a s.hp after the dash (although this does make the dash into reset a 3 framer) and somehow that let a lk. and mk. Seppo cross under in the corner a few times. I need help reproducing a consistent result here.

That’s it for now.

Edit: The following information below is outdated, please ignore and read the update above:

(Close Edit)

BADINFOBADINFOBADINFOBADINFOBADINFOUWEREWARNEDBADINFOBADINFOBADINFOBADINFOBADINFO

You can reset EX orochi with s.mp cancelled into an early seppo into tenko or even a jft to stay in front, or s.mp cancel into mk/hk/(technically EX) seppo into a late cancelled tenko and the late tenko will cause Karin to slightly duck the resetting opponent, allowing her to cross up.

With good timing both the meter less tenko cross up and the fake should leave you slightly plus.