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- Thanks to Ky's straightforward and reliable gameplan emphasising moves such as Stun Dipper, Vapor Thrust and 2D for knockdowns, he is able to apply many different options in his Okizeme game for a multitude of circumstances. By switching between projectile options, strong meaties, safejumps and a unique j.D which opens up even more chances to pressure the opponent if used correctly, Ky can not only reset his pressure to continue his offense or carry his opponent to the corner, but also create chip damage the opponent must deal with on wakeup. When playing Ky, it's important to score knockdowns with his specials and sweep, as these give you chances for high damage and highly advantageous situations.
Ky's okizeme can be categorized into basic, safe jump, Charged Stun Edge, DC Charged Stun Edge, and j.D options.
- Ky's weakest form of oki, usually applied when there isn't enough time to use any other options.
Basic oki involves using a meaty normal, or baiting wake-up options from the opponent. You'll generally use Ky's fast and low hitting 5K or 2K over the opponent, and then apply pressure if it's blocked. Against slower reversals and with the correct timing, they can recover in time to work as both a meaty, and a reversal attack bait. You can also choose to go for an overhead with a 5D, which can be spaced far enough away to bait reversals and is safe on block, but generally slow and reactable. When applying basic oki, you're vulnerable to reversal attacks, blitz, and backdash.
- A strong form of oki when performed correctly.
By jumping at a downed opponent and attacking with j.H (or j.S) with correct timing, you can bait reversals while at the same time forcing your opponent to block. Layering 5H or 2D immediately after your air normal will punish many backdashes as well. This can be hard considering the varying wakeup timings among different characters. Weak to Blitz Shield.
Charged Stun Edge
- CSE is Ky's standard Okizeme tool.
After knocking an opponent down, using CSE over them is a good way to force the opponent to block in a lot of situations and take a bit of chip damage. It pushes them backwards quite a bit with each hit, and can be safer for dealing with reversals since you can stand further away from the opponent while you use it. It has it's weaknesses though, as it can be low profiled by many moves, and has slow startup and recovery, making it not possible from certain knockdowns. If used too late, characters like Sol and Ky can reversal low profile it with Grand Viper and Stun Dipper for a punish. Faust can even simply crouch right under it.
YRCing CSE is a good way to remove many of it's drawbacks and also set up a high/low airdash mixup on oki. Just be careful of reversals before the projectile actually hits.
Durandal Call Charged Stun Edge
- DC CSE is Ky's ideal Oki in the corner and a standard setup using 2D > Split Ciel, Split Ciel > 2D, or ending corner loops with Split Ciel.
This functions very similar to CSE oki, only better in many ways. There's less pushback, more chip damage, more frame advantage, and it lasts a bit longer which opens up meterless airdash mixups. When used at midscreen, after a 2D > Split Ciel setup, it's possible to backdash it entirely if it was spaced too far, so this is usually best used in the corner or otherwise close to an opponent.
- A somewhat gimmicky way of setting up Oki. It can be used to get the opponent to block if done early over a knockdown, and is relatively freeform in how you can choose to act from there. Possible options are airdashing over the opponent, firing an S Stun Edge through it, double jumping and going for an ambiguous crossup, YRCing for a falling high/low mixup, and simply landing and continuing pressure. If done low enough to the ground, you can even use the grinder left behind to power up projectiles. Despite it's versatility, it can lose to a lot of different things, such as Blitz Shield, airthrow, or 6Ps/anti airs.
Choosing an Oki Route
- Explain the thought process that goes into picking an oki route.
This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.
Either embed individual videos, or link off to playlists of videos which cover oki.
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