Oki and Setups - nylonhat/SF6-Resources GitHub Wiki
SBK oki (manual timing)
... MK/HK SBK, dash, walk 8-10F
- +2...+4 oki options
It is usually more efficient to spend an extra drive gauge bar during a combo and end in SBK oki, rather than ending in HK Tensho and then drive rushing to get oki.
SBK oki (Drive Rush Overhead)
... MK SBK, DR > Overhead, b.HP xx ss.LK xx MK SBK
... MK SBK, DR > Block ... +8 oki
... HK SBK, meaty HK Hazanshu (+1 on block; gimmicky)
Safe jump setup (corner)
... ss.HK ^ stomp, delay stomp, j.HP > j.HP, land, forward jump
Execution: Land the 1st stomp as soon as possible after the launcher jump cancel. Delay the 2nd stomp. Immediately press both j.HP as fast as possible.
There are 4 main timings for the setup; determined by how much you delay the second stomp. Test the timing by landing after the j.HPs and look at the frame meter data. You can also use the input history display to see how long you delayed the 2nd stomp.
Timing 1 (+45)
: Short delay of 2nd stomp (~34F). 2nd stomp hits at apex of opponent's arc.Timing 2 (+46)
: Moderate delay of 2nd stomp (~38F). 2nd stomp hits just as opponent begins falling back down.Timing 3 (+47)
: Long delay of 2nd stomp (~43F). 2nd stomp hits while opponent is mid fall.Timing 4 (+48)
Longest possible delay of 2nd stomp (~47F). 2nd stomp hits opponent low to the ground.
Only Timings 1 and 2 allow the follow up jump in attacks to connect.
... ss.HK ^ stomp, delay stomp, j.HP > j.HP, land, forward jump
- j.HK (+11 on block)
- stomp (+6 on block)
- j.LP (+6 on block): Use against E.Honda OD Headbutt
Stance oki setup (corner)
Works for oki +34...+37.
... HK Tensho, ss(enter stance)
- xx ss.HP
- xx ss(cancel stance)
- +2...+5 oki options
SA2 left/right air reset
... (Grounded) SA2 ^ j.MK, land, dash
- walk forward > cross under
- no walk > same side
Meaty fireball setup (corner)
Same initial setup as safe jump (Aim for Timings 1 or 2).
... ss.HK ^ stomp, delay stomp, j.HP > j.HP, land, f.MP(whiff), MP FB
- +3...+4 on block