Discord - A New Way to Chat with Friends & Communities
Kazuya Okizeme Breakdown
Setting Up Oki:
Initiate a combo and conclude with Hellsweep and f+4 (known as MASKU TECH).
The opponent is unable to tech roll but can perform get-up kicks.
Use ff+4 to trap back roll kicks; Hellsweep to counter standing blocks.
Do not use HS all the time as it carries a big risk.
For roll back, use f,f+4.
Okizeme Tools:
Wavedash (WD)
Hellsweep (HS): Among the best setup tools.
Techniques: HS ff+4, HS b+4, 112 - Knockdown followed by Run in or WD.
Importance of unpredictability.
50/50 strategy should not rely solely on spamming hellsweeps.
ff+4 Techniques:
Employ when opponents opt to stay grounded.
Initiate another 50/50 mix-up; it is safe on block.
Option covers low, medium, high options; tricky against toe kicks.
Sidestep and launch are advised instead of using on spring kicks.
50/50 Options:
db+4: Safer low, advantageous on hit, sets up d,f+2 frame trap.
Hellsweep: Initiates another 50/50 mix-up; requires variability to avoid being launched.
wr 3: Continues with plus frames post-activation via heat engager; substantial damage on hit but vulnerable to rage/heat activation counters.
Oki Counter to Counter Play against Wakeup Attacks:
ff+4 effectively counters wake-up low, mid, and high kicks; opponents can crouch block.
Toe kick, Spring kick: Block and punish with 112.
Spring kicks: Sidestep and launch.
Stand up: Hellsweep covers this option.
Techrolls on Ground:
Avoid immediate use of Hellsweep, ff3, ff2, etc., to prevent whiffs.
Utilize Wavedash/run to track position and enforce 50/50 decisions; options include low (db4 or HS) and mid (ff2, ff3, ws2, etc.).
Wavedash Setups:
Combinations like 112 = WD for a 50/50 mix.
HS = WD,
Stonehead WD
WD into Electric (YOU MUST LEARN).
[1:25 AM]
_Wall Oki Introduction:
Kazuya excels in wall oki.
Tools like b4 prevent sidestepping against the wall.
Wall Oki Setups:
HS = ff+4, similar to mid-screen applications.
112 leads to wall splats.
Use df+3 and ws3 for mid checks.
If opponent blocks ff4, try hs next time in that same position.
db+4 flips the opponent to face the wall/ground on hit, allowing for further attacks.
F+4 from Neutral and on Combos:__
The opponent cannot tech roll, follow f+4 with df3 or ff4 to force a mix-up.
[1:25 AM]
if there are issues i blame chatgpt for messing up my notes lol