From Dustloop Wiki
Jump to navigation Jump to search
Template-info.png This page has been marked for cleanup.
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.



A short paragraph explaining in the broadest terms what the character's oki is like.

This section should be accessible to players who are fresh out of the tutorial and to people who do not play this character. It's OK to have this section be a little redundent when compared with the more detailed sections of the oki page. The goal here is to provide an overview that somebody can read with little to no experience with the character and walk away with a basic understanding of the character's goals during an oki situation.

Dandy step

Knocking down your opponent and setting up P dandy step > under pressure (whiff) is your bread and butter mixup that puts your opponent in a high/low guessing situation. 2D knockdowns will leave you point blank, but other knockdowns like midscreen CH 2H or j.D you sometimes have to use K dandy or dash canceling if you want to do your oki closer.

  • OPTION 1: Under pressure (whiff) > It's late (overhead)

Throw invulnerable overhead that becomes a massive launcher on counterhit. On hit will combo into a knockdown, and when meaty will give plus frames even when instant blocked. Can be escaped by stand blitzing, reversal attacks or most backdashes.

  • OPTION 2: Under pressure (whiff) > 2K (low)

Has decent reward on hit midscreen, but in the corner is where this option really shines. Can be escaped with wakeup throw, but is risky when complimented by it's late. Reversal backdashes will also work midscreen, but near the corner 2K recovery is fast enough to punish most backdashes with c.S.

  • OPTION 3: Throw or command grab

Used in your mixup spread to beat a set of defensive options.

  • OPTION 4: Under pressure (whiff) > Forward dash c.S (crossup)

Can be difficult to react to, and will also mess with your opponents inputs if they try to do a reversal backdash or shoryuken. It is also possible to do 2K > crossup dash to make it less telegraphed.

Reversal attacks must be hardbaited occasionally to make them respect your mixup.

Regular throw knockdown

Does not have as much advantage as your other knockdowns, but still has good mixup potential.

  • OPTION 1: 6K (overhead)

Depending on your opponents wakeup timing and options, it can be harder to mash out of this.

  • OPTION 2: 2H (low and frametrap option)

Is much better when done in the corner, as it will grant good combos on both normal hit and CH

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.

Video Examples

Either embed individual videos, or link off to playlists of videos which cover oki.

Faceup/Facedown Knockdown Chart

Move Knockdown Type
2H Facedown
2D Facedown
jD Faceup
6P, Dead Angle Facedown after wall bounce
Faceup without wall bounce
(knockdown on air hit only)
Ground Throw Facedown
Air Throw Faceup
Blitz Attack Facedown
P Dandy > Pilebunker Facedown on counterhit
Faceup on normal hit
K Dandy > Pilebunker Faceup
Crosswise Heel Faceup
It's Late Faceup
Footloose Journey Faceup
Undertow Faceup
Dead On Time Faceup
Eternal Wings Facedown
Straight Down Dandy Faceup

Any move not listed that can knockdown (for example, many moves that only knockdown if they counterhit an airborne opponent) leads to Faceup knockdown.