The Power of Resets and General Oki Game

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Some of this info is partially outdated.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>

Great that you are doing this:) I haven’t watched yet, but I am about to!

You realize I’m not even going to give you the option of not working on the DLC character guides with me, right?

Great stuff, as usual. :stuck_out_tongue:

It’s not meant to be a “omg check this new tech” video btw. A lot of you guys probably already know about most of this stuff, but I was more aiming these at lower level/intermediate players and new players that come from AE and have no clue what’s going on in this game.

With the 12 new characters coming out soon, I think we’ll see a lot of new players pick up the game so I think it’s important to educate them and share knowledge so that they can get better more quickly at this game. :slight_smile:

lol

This is some good stuff. Maybe this should be front page, so people can see a way this game could progress past the boost combo into super art phase already, and ways to keep opponents standing instead of having to worry about “free rolls”.

Yes, that was the plan. :slight_smile: I already submitted it to shoryuken and eventhubs. Hopefully my vids will be front paged later today or tomorrow…

I know rawtag has already put them up on their site so that’s cool. :smiley:

You know, I should be trying to abuse things like this more. Excellent vids, got me thinking of some things. :slight_smile:

I wish I could make a contribution like this, the most I can do is just play the game :frowning: . I don’t know how to do all that frame data and magical stuff you guys do lol.

– Sent from my Palm Pixi using Forums

Vulcan Hades, you are a god amongst men. You made me hero, Paul look awesome! OSU! Keep up the good video’s, they were enjoyable and informative.

Street Fighter X Tekken Defense Force, ASSEMBLE!

It’s on SRK front page…good job!

And, I think I’ll steal that Asuka reset on crumple cr. fierce…yoink

lol the funny thing is I don’t even use Paul that much and I’m still pretty bad with him. :stuck_out_tongue:

I only used Paul in this video because he had all the tools I needed to show everything I wanted to show. The only thing he didn’t have was a projectile so that’s why I picked Juri. I could’ve shown the same ideas with Yoshimitsu too but then I’d just be giving away my secret setups. :rolleyes:

It also goes to show that even though Paul is considered among the worst in the game, he still has tools and interesting things going for him. It’s just unfortunate that he’s so slow and that his c.lk is like 6 frames (lol).

Very nice vids! I haven’t been able to find any real resets with Cammy or Ryu, but they have good ways to deal with rolls. A grounded shoto lk tatsu right before a roll to switch sides with the opponent works like Lili’s twirl do disrupt the roll input. Shoto’s angled jumping lk can hit crossup, then land in the front. Real hard to defend against if you roll into Ryu jumping back. Cammy’s roundhouse works similarly even though the spacing is a lot more strict. It can hit in the front, then land on the other side. From what I’ve seen, most characters have at least one jumping normal with that kind of property, so try to find and use that when jumping back against rolls.

Here’s the thing with Paul, even when you lose you win. As he’s just so badass. :stuck_out_tongue:
The things you demonstrated were a breath of fresh air, and it only makes Paul look good. :slight_smile:
Let’s not talk about his frame data…as I’ll have to mention Yoshi in my argument. :stuck_out_tongue:

I’m definitely looking forward to more of your videos. :slight_smile:

Congrats vulcan these are both amazing. I especially liked your use of Paul because he is meant to be a character with a strong oki and corner game, which you were able to showcase.

I plan on writing a bit of an oki/corner guide to Paul, would you mind if I linked to your video for it to showcase examples I give and give credit for the ex cadc shenanigans as well as give players general oki knowledge to apply?

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I don’t mind but like I said I don’t really play Paul. My video wasn’t supposed to be a Paul tutorial at all. Nothing I showed is specific to Paul or Juri, almost all characters can apply the same ideas one way or another.

True true. In the immortal words of Sir Lancelot: “sorry, sorry. Just got carried away…”

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You sir, are the business.

Reset heavy teams are going to dominate this game I think, hence why Ryu isn’t such god tier after all (unless there’s something I’m missing)

+1 Joudan, oh wait…

I told everybody Paul was Captain Universe tier, but nobody listened. :stuck_out_tongue:

Great vids!
Any nice reset ideas for Hwoarang?

That is a LOT of damage, wow! I’m not sure if my team (Sagat/Hei) has enough synergy for those kind of resets, but I guess that’s what the lab is for!

Also, BIG props for the Oki vid. This has been one of the biggest things that’s kept me from really being good at this game: learning how to anticipate the types of wakeup. I will definitely take note of this!