Common oki situations
After parry
Triggering the 5U cinematic gives an auto-timed safe jump.
After throw
After forward-throw, M Flip dive works like a safe jump.
In the corner, you can simply hold to get a safe jump.
After back throw
Auto-timed safe jump simply holding during the throw animation.
After SBA
SBA has a number of oki options that work anywhere:
L Ball, cH |
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D, cH |
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H Flip low |
⚠️ Very easy to DP on reaction! |
After SBA in the corner
Super jump becomes a safe jump. You can hold throughout the cinematic and tap after Charlotta lands.
Regular jump followed by L Flip is a good throw bait. Using a jump normal will whiff and can add to the confusion.
After DP
When hitting a grounded opponent with U DP, you have access to safe jump.
L Flip dive also works.
After Flip grab
Flip grab on grounded opponents only gives access to combos in the corner. Here are midscreen oki setups.
8, fH will hit the opponent on wakeup.
Whiffing M DP leaves you +1 and in range to hit fM.
After Ball
You can manually time a 66H, only if the opponent does not backroll.
After Ball
M Ball works as its own oki, which is very funny but punishable (-10 on block).