Tekken 6 Kazuya Guide - OKI
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Last Updated |
06.12.09 |
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The OKI ”Theory” |
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Oki is a series of one-sided mixups you can enforce on your opponent as they try to wake to safety (it's an excellent fighting game system IMO) and it ends when the fight returns to a neutral state. Following a techroll to use a mid/low mixup on them is still in the same stable as float/ground hit on spikes or quickstands.
Teching is just the way of dilluting and branching out the mixups more, evading other catches. It doesn't have it's own set catch so statisticly you would be teching into safety, but that is not the case in reality. Techs are far more dangerous against a character like Kazuya than they would be against many other characters. - DevilKnight |
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COMPARISON OF DMG VS OKI COMBO |
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EWGF DEWGF df3 df12 !B HS1:: 76 dmg VS EWGF DEWGF df3 df12 !B dash F4 :: 67 dmg |
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Damage is 9 points less into oki. But oki will give you a 50/50 chance to gain extra 15-30 damage (stomp) or even 40+ damage (okicatch) all the way to 60+ damage (okicatch into wallcarry and into wall oki) |
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If you use db2 for !B you cannot connect f4. Not possible. |
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After !B, f4 does on average 9 points less damage than actual !B combo |
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Other slamdown moves, such as uf3, df44, df12 and so on are too slow on recovery after the hit that you dont get a good oki. That doesnt stop you from getting oki on rollers and you can always stomp on ”stay grounded”. |
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FLOAT OKI CATHES |
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okicatch for creating distance |
43 |
b24 db2 !B dash df321 |
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okicatch for creating distance |
41 |
b24 db2 !B df3 df1,f2 |
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EASY okicatch combo |
41 |
b24 db2 !B HS1 |
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okicatch for spiking |
39 |
b24 db2 !B df3 df12 |
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okicatch for wallcarry |
38 |
b24 db2 !B df3 b24 |
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okicatch for wallcarry |
38 |
b24 db2 !B df3 df14 |
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you can also start the combos with ws4_CDn4, but it is very difficult and does not add that much damage. |
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In Open after !B f4 |
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enemy action |
stomp (d3+4) |
b24 db2 !B |
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groundroll (1_d1) |
25 damage |
b2 hits or whiffs, safe |
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stay grounded |
25 damage |
whiff, can be unsafe |
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backroll (b) |
whiff, safe |
okicatch |
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forwardroll (f) |
15 damage |
okicatch |
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getup block low (db) |
blocked, safe |
okicatch |
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getup block high (db,n_u) |
30 damage |
okicatch |
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getup 3 (3) |
30 damage |
okicatch |
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getup 4 (4) |
30 damage |
okicatch |
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lightning kick (d3_d4) |
50/50 range dependant |
okicatch |
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Stomp vs lightning kick is all about range, just right you win everytime. |
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If you are anticipating a getup low block, you can go for ff3 to get full juggle or safe on block. There are other mid launchers, but none of them is safe like ff3. |
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Stomp is considered a safe move as it richochets yourself away from opponent on block. Its -12f, and Kazuyas ws4 doesnt have the reach to pusnish. Just keep in mind, you will will eat anything that comes out of the opponent if you dont block.
If your back is at the wall and you get your stomp blocked this is no longer safe, as theres no room to be ”richocheted” away from your opponent. |
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In Wall !B f4 |
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enemy action |
stomp (d3+4) |
uf3 |
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groundroll (1_d1) |
25 damage |
whiff, safe |
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stay grounded |
25 damage |
whiff, can be unsafe |
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backroll (b) |
15 damage |
!B |
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forwardroll (f) |
15 damage |
!B |
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getup block low (db) |
blocked, safe |
!W |
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getup block high (db,n_u) |
30 damage |
blocked, safe |
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getup 3 (3) |
30 damage |
ch !W |
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getup 4 (4) |
30 damage |
!W or !B |
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lightning kick (d3_d4) |
you get hit |
!W or !B or safewhiff |
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next to a wall, !B f4 stomp vs lightning kick, lightning kick wins. however if you !B f4 uf3 vs lightning kick, you get !B or !W |
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Also, next to a wall after the stomp, you can get another stomp if enemy does not techroll your first stomp. If enemy techrolls he might be able to get a launch on your whiffing stomp, so be cautious |
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From HS1 or combos that end in ewgf you also get an oki. If enemy techrolls, you can go for another HS1 or ff3. If enemy rolls you get b24 db2. |
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