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=The Basics= | =The Basics= | ||
=Advanced Strategy= | =Advanced Strategy= | ||
-I find his :hcb::snkc: to be the best finisher off a sucessful combo, both for the damage and positioning. Additionally, as long as they ground recover, you can pseudo-infinite them with :d::snkb:/:snkb:>:hcb::snkc:. The slight recovery lag on the end also makes you an appealing target to roll towards, setting up for the other use of :hcb::snkc:, as an overhead wakeup, as Kyokuji discussed earlier. In certain situations it can be thrown out as air defence as well. As with anything, use it judiciously, but in the right circumstances it can really provide that firepower Okina needs in close range. | |||
-His :dp::snka: is unquestionably a top-tier move,. It provides an excellent unblockable (and undeflectable?) finisher for a blocked combo and does fair damage (they really add up). Some people swear by this move but it definately takes back-seat to :hcb::snkc: off a hit. Many people like to try to avoid it by jumping if you dont combo it properly, but with Okina's hight, you're typically over the recovery lag by the time you're in range for most aerials if they dont short hop it. | |||
-His SDM (:r::hcf::snkb:) is chainable off his :r::snkc: if they are just under halfway from the edge of the screen (its pretty tight spacing). | |||
-Feel free to use his :bdp::snka: as a finisher to escape combos if you think they can punish :dp::snka:/:hcb::snkc:. Depending on their character/reaction time, its typically nice to toss a turtle or two from safety and, if you're really courageous/they block :qcf::snka: on the ground, a :dp::snkc: for nice dmg/added humiliation. | |||
-His super cancel is utterly worthless, do not use it (OK, :hcb::snkb:>:r::hcf::snka::snkb: works off a deflect but you need to throw the :hcb::snkb: out absolutely instantly upon parry). If that full power bar is really burning a hole in your pocket, wait for a high jump, dash under them and let it rip or something. | |||
-:bdp::snkb:/:snkc: are worthless. You can sometimes surprise someone trying to projectile zone you with a :bdp::snkb: but there are so many other options at your disposal to deal with people at a range that you deserve whatever you'll probably end up eating. | |||
-I've managed to land :r::snkc:>:hcb::snkb:>:r::hcf::snka::snkb: (if it doesn't reset you didnt do it properly) once from close to the corner against a Shigen (not in the corner though). I'd appreciate any information as to whether this actually combos though. | |||
=Match-Ups= | =Match-Ups= | ||
Revision as of 20:41, 21 November 2015
Introduction
Moves List
Normal Moves
Special Moves
Super Moves
The Basics
Advanced Strategy
-I find his :hcb::snkc: to be the best finisher off a sucessful combo, both for the damage and positioning. Additionally, as long as they ground recover, you can pseudo-infinite them with :d::snkb:/:snkb:>:hcb::snkc:. The slight recovery lag on the end also makes you an appealing target to roll towards, setting up for the other use of :hcb::snkc:, as an overhead wakeup, as Kyokuji discussed earlier. In certain situations it can be thrown out as air defence as well. As with anything, use it judiciously, but in the right circumstances it can really provide that firepower Okina needs in close range.
-His :dp::snka: is unquestionably a top-tier move,. It provides an excellent unblockable (and undeflectable?) finisher for a blocked combo and does fair damage (they really add up). Some people swear by this move but it definately takes back-seat to :hcb::snkc: off a hit. Many people like to try to avoid it by jumping if you dont combo it properly, but with Okina's hight, you're typically over the recovery lag by the time you're in range for most aerials if they dont short hop it.
-His SDM (:r::hcf::snkb:) is chainable off his :r::snkc: if they are just under halfway from the edge of the screen (its pretty tight spacing).
-Feel free to use his :bdp::snka: as a finisher to escape combos if you think they can punish :dp::snka:/:hcb::snkc:. Depending on their character/reaction time, its typically nice to toss a turtle or two from safety and, if you're really courageous/they block :qcf::snka: on the ground, a :dp::snkc: for nice dmg/added humiliation.
-His super cancel is utterly worthless, do not use it (OK, :hcb::snkb:>:r::hcf::snka::snkb: works off a deflect but you need to throw the :hcb::snkb: out absolutely instantly upon parry). If that full power bar is really burning a hole in your pocket, wait for a high jump, dash under them and let it rip or something.
-:bdp::snkb:/:snkc: are worthless. You can sometimes surprise someone trying to projectile zone you with a :bdp::snkb: but there are so many other options at your disposal to deal with people at a range that you deserve whatever you'll probably end up eating.
-I've managed to land :r::snkc:>:hcb::snkb:>:r::hcf::snka::snkb: (if it doesn't reset you didnt do it properly) once from close to the corner against a Shigen (not in the corner though). I'd appreciate any information as to whether this actually combos though.