

Attack States
This section discusses the various states that are inflicted by certain moves. See the character pages to find out which attacks are capable of inflicting the following statuses.
Crumple
A crumpled opponent falls on their knees and eventually drops down into a hard knockdown if untouched. While kneeling, the opponent is left in a vulnerable aerial state; attacking with a normal will cause the opponent to fall back into a hit reset, while (non-command grab) specials and DMs can connect and function as per usual.
It's generally a strong idea to continue with a launching special move that leads into big damage, or to take the hard knockdown if lacking the appropriate meter or tools to rake decent damage.
Wallbounce
After a wallbounce, the rebounding player is freely juggable for the next hit. The spacing between players after a wallbounce can vary, but it's always in the player's advantage to add on at least one hit if possible.
At the least, the player could opt for a Jumping Blowback Attack to push the opponent into the corner with a soft knockdown or try a hitreset and possible crossunder. Most characters have highly damaging followups available depending on distancing and remaining meter, and the reward is always great if landed.
Hit Reset
Once an airborne opponent is hit with a normal attack, the attacked player will flip backwards and become immune to further combos until landing on the ground. The one exception to this rule is that moves with an Anywhere Juggle property can connect after a hit reset and are then inescapable. Blowback attacks will never cause a hit reset, instead they will always cause a soft knockdown.
Causing a reset with a grounded normal attack will usually leave enough time for the player to hop at the opponent and either come down with a meaty attack or land and go into a low attack, although the safety of these setups depends on how high the opponent is his in the air and how fast the player recovers. The opponent may very well be able to confirm the player's hop and punish it with a reversal for guaranteed damage.
Resets from air-to-airs open up more offensive opportunities. As a rule of thumb a jump or superjump anti-aired by a hop/hyperhop allows the successful player to land on the ground with enough time to try to run behind the opponent for a 50/50 mixup or to rehop on the opponent and possibly land a crossup or safejump.
Free Juggle
Some special moves leave a player in a freely hittable aerial state which allows for further specials or DMs to connect afterward. A powerful move that launches the opponent into a free juggle state is K's Second Shell upkick ( +
,
+
); K' can land wild combos off of this kick.
Counterhit Blowback Attacks will also leave the opponent in a free state.