EQ2k’s labtest Secrets unveiled
Table of Contents
*1- Frequent used SF/Oni Terminology *
2- Safe Jumps and Option Select
*3- *Frame Traps and Block Strings
*4- **Punishments and Combos *
5- Demon Setups and Kara Demons
6- Shenanigans and Setups
1 - Terminology
AA - a short for Anti Air attacks
FA = Focus Attack
FADC, stands for Focus Attack Dash Cancel
TC = Target Combo
FB = Fireball or Hadouken (Gohadouken)
SRK and DP - is an abbreviation for Shoryuken or (Dragon Punch)
Tatsu - a short for Tatsumaki Senpukyaku, also known as (Hurricane Kick)
LK = Light Kick / Short
MK = Medium Kick / Forward
HK = Heavy Kick / Roundhouse
LP = Light Punch / Jab
MP = Medium Punch / Strong
HP = Heavy Punch / Fierce
Xup = Crossup / hitting your opponent in the back of the head while jumping over them.
GP / Ground pound - stands for Demon Palm (Sekisei Jiraiken) "is’nt a palm, clearly is a karate chop"
Airdash - short for Air Hadou Dash (Zanku Hadosho)
EFB / Electric Fireball - Oni’s version of 3hit fireball equivalent to Akuma and Evil Ryu red fireball
Slash - short for Demon Slash (Rakan Dantojin)
Poke- stands for a quick safe normal attack that are use for pressuring and difficult to counter.
st.-will be followed by LP,MP,HP,LK,MK,or HK,indicates moves done while standing.
cr.-will be followed by LP,MP,HP,LK,MK,or HK,indicates moves done while crouching.
f,-will be followed by LP,MP,HP,LK,MK,or HK,indicates moves done holding the forward. direction (unique moves)
b,- same as the above but holding backwards instead
U1- = Ultra 1 and U2 = Ultra 2
nj.-stands for neutral jump
fj.stands for forward jump
Oki - short for Okizeme “wake up tactics”
**Shoto **- Practitioner of Ansatsuken , like Akuma , Ken , Ryu and Gouken
Kara - “means empty in japanese” allows you to cancel a start-up from any normals or unique attacks into specials or throws
Overhead - Overhead Chop (Zugai Hasatsu) or an attack that must be blocked standing.
OS - stands for Option Selects , an attack that takes over under certain circumstances and cover the “what if my opponent do this”. In another words it is a hidden buffered attack inside the usual combo strings that will only execute depending on opponent’s option or decision
Tripguard - upon doing jump normals players are subjected to a -4frame on landing and cannot block nor execute a move before the 5th frame however they would still be able to tech throws. If the player did not press anything before landing he or she has the ability to block attacks or do any specials attacks after landing from a jump however they can only move or jump on the 5th frame after they land.
**2 - Safe Jumps and Option Select **
There are few ways to setup for a Safe jump attack against 4-5frame reversal characters like Fei , Yang , Yun , Chun , Dan , Adon , Guile , Juri , Viper , Blanka , Honda , Deejay , Balrog , Sagat , Cammy etc. Attacks can be option selected into cr HK , st HK and TC2 or even DPs and Tatsu’s alike. I will cover more on this later.
a) 4 frame safejump from a Sweep or cr HK scoring an untechable knockdown. The timing for this is fairly easy just need to hold your controller forward or backwards after the sweep and do a forward jump as soon as you visually see a standing or moving forward/backward motion, either of Oni’s jump MK or HK will work fine, however you must be sure that your opponent are in range for a forward jump attack and not accidentaly crosses over them. Safe Jumps Crossups can be done when they are at the corner, while mid screen varies on character specific due to Hitbox differences.
b) 4 frame safejump from a LK Ground Pound scoring an untechable knockdown. For me I will do a st LP attack and then holding the controller upwards"nj" for this setup’s timing, while pressing MK on its way down. Nj MP can also be used since it has better active frames, however on certain characters like Sakura , Cammy etc it is better to be safe then sorry imo, since MP hitbox extends less farther. There are alternate ways on doing this like for example taking a tiny step forward and immidiately Neutral jump are as effective as well or whichever you may feel more comfortable with.
c) 4 frame safejump from EX slash to LK Ground Pound scoring an untechable knockdown. This setup is super easy, after you land this immediately do a Backdash followed by a fj HK. Note, that this setup is newly discovered by my many hours of labtest and I havent seen any Japanese players done this either, not even Youhei , Wao or Shinochan, in time it may be but just not now and I am proud of this until then I’ll remove this note LOL.
d) 4 frame safejump after a Crossup MK or FJ HK “done deep to push them farther” >> cr LP >> cr HP >> MK Ground Pound. A Combo that leads into a safejump new to many probably used only by Shinochan. This setup is a bit tricky but once you get the timing down it will be second nature to you, after the knockdown hold your controller back and make a half step or so then do a fj HK to execute the safejump attack.
**e) **Step Kick Option Select Ultra , after Ground Pound untechable knockdown, do a F + MK “step kick” attack before the opponent wakes up and execute your Ultra inside the block stun of your *Step Kick. *Of course first you have to make sure the timing is right for them to block on wake up and if your opponent backdashes on wake up, your Ultra will execute and if the attack is blocked you can continue your block strings.
f) *Standard Okizeme Option Select, *during wake up game do a cr +:lp: ,“link timings” :d::db: + :lk:+:hk:. If the opponent backdashes on wake up :hk:Tatsumaki will catch them while a block will result in a st :lk: instead. You can also apply this OS after your opponent blocks a forward dash FA level 2. To get into more advance setup for this OS is by increasing the inputs at a go by doing :d::db:
:lk:+:hk: :db::d::df::f: +:lk: or :d::db:
:lk:+:hk::f::d::df:+:hk: “Frame trap” after the cr +:lp: .