The Power of Resets and General Oki Game

Yes, I have Sekku as an option in case it gets blocked. Also, my initial plan in using that is to throw if the combo before the dash are blocked. I also practiced backdashing with it to increase the options.

I’m actually a bit more confident in using this if it’s offline, since I tried it against someone and it kind of surprised him (he’s an inexperienced player though. Using this one someone in the same level as Infiltration is outright suicide). Online is another story though. o_O

The backdash would be effective regardless + why expect Infiltration level play? O_o

Who knows, there might be other players I might encounter online who are as good as him. :smiley:

I tried using this and so far it will only work (the throw part) if the opponent is fully defensive. It will not work against a masher. :frowning:

7 frames too good bro.

Can a player be conditioned to eat this?

[media=youtube]SXBgn-36ET0[/media]

reset with 1 million frames delay inbetween hits?

I think the other person has to be in lala land for that to happen.

Doing a reset into a frametrap is something I often do. But in this case you are using questionable pokes for the frametrap.

With Juri you used CADC into cr.mk but you should use close standing mk or s.lk/c.lk instead. Why? Because cs.mk blows up throws since it’s considered airborne. And s.lk/c.lk is much faster than cr.mk. And against jab mashers raw launcher can work but it takes understanding of frame data, footsies and you need to be good at conditioning someone.

With Ryu you used the “solar plexus strike” and I might be wrong but I suspect it’s because you saw Daigo use that poke a lot in AE 2012 against Infiltration. But you need to realize that the reason Daigo used solar plexus so much was because the last time those two fought each other, Infiltration was going through most of Daigo’s hadokens with focus attack dash cancel and punishing him every time. So this time Daigo adjusted and threw a lot of solar plexus to tell Infiltration that he wouldn’t get away with focus attacks this time around. Solar plexus hits twice and blows up Focus Attack. There are no focus attacks in SFxT. And although it can work and get you counter hits from time to time, it’s probably better to use a faster poke like Ryu’s cr.mp or his overhead into switch cancel.

Your setups won’t work unless you understand why they’re supposed to work. So I’ll explain it a little so you understand the concept better:

The goal of such a setup is to get a counter hit combo (interrupt the opponent who is pressing buttons). And you get your opponent to press buttons by representing the threat of throw or overhead. In AE, players can do this by simply walking up to someone (pretending you’re going for a throw) and then throwing a quick random poke, low crush or airborne move at the last second. If the opponent thought you were going for a throw and decided to tech it, your poke will interrupt and counter the crouch tech attempt, giving you a juicy counter hit. In SFxT, it’s basically the same thing except a lot of characters have very slow walk speeds so they can’t just walk up and throw as easily. So they use CADC and EX CADC instead to represent the same mixup threat. Note that counter hits give you more frame advantage and allow links that are normally not possible.

You also need to ask yourself if the reward is worth the risk and if your setup makes any sense.

For example: Let’s say your normal BnB is 400 damage. Now, instead of doing that guaranteed damage, you decide to do a 200 damage CADC reset into a frametrap attempt. Yes, if your counter hit setup works, your end reward will be greater than 400 total damage. However, if you go for a 130 throw, your end reward will be smaller than if you did your normal BnB (only 330 vs 400). If your opponent realizes this, he will know that you are either trying to hunt for a counter hit or do an overhead/low mixup because otherwise you would’ve gone for max damage. At least that’s what I would be thinking. So in such a case, I wouldn’t tech I would just try to block low and react to overheads. Because it seems obvious to me that my opponent won’t go for a throw because sacrificing 200 guaranteed damage for throw damage doesn’t make much sense. (Well, in the current version at least. Because in 2013 I could see myself sacrificing damage to get rid of red life :slight_smile: )

Wow, that’s a lot of good stuff. My original intention of using CADC’s after a combo is when my combos get blocked, and then I’ll dash in for a throw (or dash out to re-plan), and realized it will become more useful in 2013 since throws will be faster and it gets rid of recoverable health. I just decided to come up with those to see if I could have more use of CADC’ing.

Regarding Solar Plexus Strike, I didn’t watch that Daigo vs Infiltration match and I came up with that by combining two combos that I know (cr.mp, cr.mp, cr.mk xx lk.Joudan and Solar Plexus Strike, hp.Shoryuken).

With your post I guess I could generate a strategy where I will throw the opponent first after a CADC (if the combo gets blocked, otherwise I’ll just complete it), and then use the pokes you have suggested once they think that I’ll be coming in for a throw the next time I pull another CADC.

Oh, and I forgot to say thanks. :slight_smile:

Made new ones based on your advice. It seems to have more chance of working this time around. :lol:

This reset gives the opponent 5-6 frames + forward dash frames to react
[media=youtube]afqb0IgCy94[/media]

This reset gives the opponent 9 frames to react:
[media=youtube]a8_-mbYSN84[/media]

While this one gives 6 frames + forward dash frames to react
[media=youtube]Dlt8gc6ieNA[/media]

Figured I should put this here too, because you know… oki:<div><br></div><div>http://www.youtube.com/watch?v=FheLOiiwtc4&list=UUVcyKCmBloAB9yu7ZzXpOsQ&index=1<br></div>

One technique I’ve been using is a forward moving normal on their wakeup. If you time it right it autocorrects and you follow a roll. Either way you catch them with a meaty. Cody f.mp, Bryan f.mp and Julia b.mp > st.lp target combo I use for this. there’s tons more these are just the 3 characters I use

What is the timing on that. Ive been trying to get that shit to work for awhile now with Heihachi and the timing seems really weird to get it to auto correct… Maybe there are setups.<br>

This is probably just me, but it seems easier wit moves in the 13-16 frame startup range. The timing for a meaty is the same as the timing for the auto correct. And with moves that have enough range to hit either side, it’s pretty neat.

Doing it with kens overhead is evil as it leads to 500 damage.

hmm Okay, I wonder about doign it with hei, his overhead and low have tons of range seems good!<br>

I’m currently trying to edit the first post.<br><br>Can anyone confirm
that all the stand resets UltraDavid found in vanilla are no longer in
the game? I think I read somewhere that Lili’s dive kick no longer
causes a reset if it hits after a ground bounce. Is this true for all
the other ones?<br><br>I put a video from AE where James Chen talks
about safe jumping and unblockables. Ignore the unblockable part since
those aren’t really possible in 2013. But safe jumping is pretty much
the same. I might make a small vid to illustrate these in SFxT as well. <br>

It won’t be meaty.

The 13-16 frame range makes sense mathematically. A getting up takes 31 frames and a roll takes 31 frames, so a meaty 15-ish frame move would be right at the midpoint of the roll.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/26486/Vulcan%20Hades">Vulcan Hades</a> said:</div>
<div class=“QuoteText”>I’m currently trying to edit the first post.<br><br>Can anyone confirm
that all the stand resets UltraDavid found in vanilla are no longer in
the game? I think I read somewhere that Lili’s dive kick no longer
causes a reset if it hits after a ground bounce. Is this true for all
the other ones?<br><br>I put a video from AE where James Chen talks
about safe jumping and unblockables. Ignore the unblockable part since
those aren’t really possible in 2013. But safe jumping is pretty much
the same. I might make a small vid to illustrate these in SFxT as well. <br></div>
</blockquote>

Bryan’s (ironically) and I believe Law’s restands survived.  I know Chun and Lili’s are gone for sure.

Those weren’t based on the multi hit glitch though. All those got patched out.

Also, at the risk of sounding dumb… Bryan restand?

31 is for normal rising or for quick rise?<br>

Oki is so important in this its ridiculous lol
Basically the game often boils down to = first hit, solo combo, oki into combo tag cancel, Oki death