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
D, cH
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).