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==Strategy & Okizeme== | ==Strategy & Okizeme== | ||
*Hard knockdown (eg. back-turned combo into 623B or air throw), then... | *Hard knockdown (eg. back-turned combo into 623B or air throw), then... | ||
**walk back, delay OTG 2C (hits as they stand up, crossup) | **walk back, delay OTG 2C (hits as they stand up, crossup) > combo into 2A.. | ||
** walk forward, roll (50/50 left right okizeme)+ | ** walk forward, roll (50/50 left right okizeme)+ | ||
*Corner back-turned combo into 623B (hard knockdown), then... | *Corner back-turned combo into 623B (hard knockdown), then... | ||
**max delay OTG 2C (hits as they stand up, crossup) | **max delay OTG 2C (hits as they stand up, crossup) > combo into 2A.. | ||
**superjump j.D: 50/50 left/right okizeme | **superjump j.D: 50/50 left/right okizeme | ||
*Midscreen combo into 214B, backdash, OTG 2C (hits crossup): only works if your opponent does not use ukemi (eg. because they are afraid of a run-through), source: [https://youtu.be/BKBnEIT-K4w?t=1013 k-tani] | *Midscreen combo into 214B, backdash, OTG 2C (hits crossup): only works if your opponent does not use ukemi (eg. because they are afraid of a run-through), source: [https://youtu.be/BKBnEIT-K4w?t=1013 k-tani] | ||
*Corner DOWN! > late superjump up > j.214P: hits crossup on incoming & can be followed up with 2A. The mixup to this is a falling j.D, but this is not a true 50/50 and neutral j.D's hitbox is not great. | |||
*Standing Break Spiral: input as 4123632,8,2B. Source: BZR. | *Standing Break Spiral: input as 4123632,8,2B. Source: BZR. | ||