EDIT: Woah this thread is a mess now. I’ll fix the links later.<br><br><b><font color="#ff0000">Some of this info is partially outdated. In ver 2013 rolls are punishable by throw and deny wake up options other than block. So how you handle rolls is slightly different than vanilla but a lot of it is still the same.</font></b><br>
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<u><b><span style=“font-size:1.5em”>Resets</span></b></u><br>
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A reset is interrupting a combo (skipping the knockdown part) to insert some kind of mixup where the opponent has to guess. If they guess wrong, you get another free combo. Resets deny wake up options and keep your opponent standing/guessing. In a game where you can deal 400-500 damage with only 1 bar of meter, resets are very powerful.<br>
<br>http://www.youtube.com/watch?v=3ttRW-TIi1Y<br>
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<a href=“http://www.youtube.com/user/barionyx” rel=“nofollow” class=“bbcode_url”>SimSimIV</a>'s Hugo/Dhalsim reset:<br>http://www.youtube.com/watch?v=hMLwW0Z-M2o<br>
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List of various stand resets found by <a href=“http://www.youtube.com/user/ultrachentv?feature=results_main” rel=“nofollow” class=“bbcode_url”>UltraDavid</a>:
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<div class=“QuoteAuthor”><a href="/profile/UltraDavid%2C%20post%3A%206919801%2C%20member%3A%202303">UltraDavid, post: 6919801, member: 2303</a> wrote:</div>
<div class=“QuoteText”>CHARACTER NAME (CONDITION): MOVE TO FORCE STANDING RESET, NOTE
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<span style=“font-family:‘arial’”>Heihachi (ground bounce): ex raijin stance (hcb+p), only works if 1st hit connects</span>
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<span style=“font-family:‘arial’”>Hwoarang (ground bounce): middle kick combo (mk, mk), first hit must whiff</span>
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<span style=“font-family:‘arial’”>Jin (ground bounce): ex median line destruction (toward back toward+pp), random hit in the middle of it, opponent stands up and blocks the rest</span>
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<span style=“font-family:‘arial’”>Juri (ground bounce): mk senpusha (qcb+mk), third hit</span>
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<span style=“font-family:‘arial’”>Kazuya (ground bounce): hk rising sun (qcb+hk), cr mp, can combo after</span>
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<span style=“font-family:‘arial’”>Law (ground bounce): close lp back+mp mp, can combo after</span>
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<span style=“font-family:‘arial’”>Marduk (ground bounce): catapult tackle combo (far hp, down+pp), first hit must whiff</span>
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<span style=“font-family:‘arial’”>Nina (ground bounce): rolling dash backhand slap (hcb+k, pp)</span>
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<span style=“font-family:‘arial’”>Ryu (any comboable knockdown): ex dp xx switch cancel, walk the opponent out of it</span>
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<span style=“font-family:‘arial’”>Sagat (ground bounce): any strength tiger knee (dp+k), last hit must whiff</span>
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<span style=“font-family:‘arial’”>Steve (ground bounce): foot stomp (down-back+lk)</span>
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<span style=“font-family:‘arial’”>Xiaoyu (ground bounce): ex hakkesho (qcb+pp), only works if 2nd series connects</span>
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Some of these require ex meter and some of them have to be set up by a partner, but spending a bar or even two bars to guarantee where your opponent will be after a significant combo can be very important sometimes.?</div>
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Source (with videos): <a href=“SFxT Standing Resets” rel=“nofollow” class=“bbcode_url”>SFxT Standing Resets</a><br><br>edit: Again, most of these stand resets UltraDavid found in vanilla seem to have been removed.<br>
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You don’t need a teammate to do resets. A character can do one alone. For example: If you’re hitting a tekken chain and instead of going for launcher you EX CADC into overhead/low, that’s a reset. If Ken ends a combo with a ground Tatsu, that’s also a reset. They’re just more powerful when done with a partner.<br>
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vid showcasing some solo resets<br>
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<span style=“font-size:1.5em”><u><b>Oki Game</b></u></span><br>
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“Okizeme” in japanese stands for “offensive wake up game”. It refers to when the opponent is knocked down and getting up and the things you can do in that situation to maintain pressure. In english, “wake up” usually refers to getting up after being knocked down, so we mostly use the term to refer to defending against oki.<br>
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A character with good wake up = a character with good reversals and/or escape options<br>
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A character with good oki = a character that has good tools to limit, counter, bait or shut down reversal / escape options<br>
<br>http://www.youtube.com/watch?v=sfycwGJ4f9o<br>
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Auto-correct tech:</b><br>http://www.youtube.com/watch?v=H8J9D1UHXmk<br>
Note: The above technique only works for unique normals, special moves and super jumps.<br>
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OS Green Hand tech by UltraDavid:<br>http://www.youtube.com/watch?v=6M_R90WG4ZA<br><br><b>Safe Jumping:</b><br><br>http://www.youtube.com/watch?v=XqpiyuwRstw<br><br>I guess I’ll make a vid for SFxT since I can’t find any.<br><br><b>Safe Jump Option-Selects:</b><br><br><br><b>Option-Selects w/o safe jump:</b><br><br>FlyingVe showing how you can OS command normals to catch backdash with the SF cast:<br><br>http://www.youtube.com/watch?feature=player_embedded&v=FheLOiiwtc4<br><br>Similar concept but for some tekken characters (Christie in this case):<br><br>http://www.youtube.com/watch?v=pexB9oKzlAA<br><br>
vid how speed/slow gems can open up new safe jump possibilities.<br>
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vid showing how much quickstand can be delayed<br>
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Different ways to reset the roll<br>