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Thursday
Aug292013

KOR's Wakeup and Ground Game Guide Complete

KOR published his brilliant & exhaustively detailed guide on the wakeup and ground game for Tekken in KOR's Tekken Academy earlier today. He created the document available for everyone with a facebook account to view and even improve upon. The link is provided below but for those who don't have facebook, the text is pasted below as well. You can follow KOR at @TXDJKOR.

 https://www.facebook.com/groups/TekkenAcademy/doc/410397839081540/

 

Explaining the ground & wake up game in Tekken:


GROUND GAME & WAKE UP GAME –

 

 Introduction:

 The ground game and wake up game in Tekken, otherwise known as Okizeme, or Oki, is what makes Tekken such a unique fighter.  The mind games created when an opponent is on the ground can be even greater than a standing game and also can work both ways, where your opponent can create a mind game for YOU when they hit the floor.

 It’s imperative to understand that this part of the game CANNOT be overlooked, and must be learned and strategically implemented into your game.  Essentially, wake up can be thought of free damage, if done right.

Most players do not realize the extent of this aspect of the game, and through watching videos of your top players playing your respective characters, you surely can learn a lot from how to react to certain ways an opponent may move on the ground.

 Surely, the mindset differs from player to player in this aspect and what you may see on a video may not necessarily work for you in a real match- it’s good to just absorb information and know the capabilities of your team/characters.

 

HOW TO MAKE USE OF THE “CORRECT” OPTION AT THE CORRECT TIME:

 The best thing is to feel an opponent out- surely, you may have created a wake up setup with your character, but what if it is something your opponent KNOWS and can anticipate? Try them; test it out, maybe they would be looking for bait and may take the chance of eating your setup.  All in all, know your options, and watch how an opponent reacts when they fall, and judging on how they reacted the first time, be sure to note that they MAY react differently the second time, depending on the mix-up and the damage they took.

 The key is GET IN and WATCH in that millisecond, and then do your appropriate tool to get THE FREE DAMAGE.

 Let’s first discuss the way an opponent can fall and ways they can move and roll around once they hit the floor.

 

LEARNING YOUR OPTIONS BASED ON OPPONENTS FALL:

 The most common and the way you should learn most of your oki options against an opponent’s wake up is FACE UP FEET TOWARDS [FUFT].

 Your opponent can land this way after MOST knockdown moves/strings as well as after juggles.  For example, how your opponent lands after you do 1,1,2 on hit with Mishimas.

**From point of impact to the time they hit the ground, it is your opportunity to formulate a “wake-up” option in your head**

 Looking at how your opponent can mix you up on their wake up:

 They can roll back

They can roll back and spring board forward

They can tech-roll [left or right]

They can lay on the ground

They can lay on the ground/spiked on the ground~ then get straight up

They can lay on the ground/spiked on the ground~ then side roll [left or right]

They can lay on the ground/spiked on the ground~ then roll back

They can wake up kick

They can spring up as soon as they hit the ground

 Or they can do other use other methods which are not too popular-

Rolling forward [hardly ever seen]

 Now there is a mix-up to each one, and it is up to you to figure out what tools your character has to make the most of this advantageous situation.

 Let’s go through each one and figure out what can be the best option for each situation [and also analyze a little psychology to why an opponent could choose this method of ground movement]

 

Rolling Back

This is when your opponent rolls back immediately after hitting the ground.

 The Oki:

Most of the time, if distance allows it, you can most certainly ALWAYS catch an opponent with a “roll back” catch.  Unless they are moves like Bryan’s FF+2 or other moves that send an opponent flying back some distance.

For example, after a knockdown juggle with bob/slim bob ending with d2,3 as post Tag Assault ender, if an opponent rolls back after that, I can dash in and cd+2 for a FULL re-launching combo starter.

 The Anti-Oki:

For the choice of rolling back immediately once hitting the ground, it is usually created from a fear of taking a low/mid mix-up on your wake up, so rolling away creates more space for you to breathe and recover after your fall.

 

Rolling Back and Spring Forward [Incl. Spring up right off the ground]

Opponent will roll back and then fly forward with their arms in diving position.

Opponents will land on the ground, and spring up off their hands onto their feet.

 The Oki:

You can usually tell from the animation when this is coming, and you should be aware as some players use this for destructing move options against their opponents- the best thing to do is to sidewalk when you see them lunging at you, run up immediately to an airborne opponent [where you will be behind them] and use a FAST punish as they recover to the ground.  You will have to buffer your run motion [F~F,F] in order to close that distance fast enough to get the punish.

You have to watch out for "Spring ups" when an opponent hits the ground immediately.  These are usually really unsafe if they whiff, but have fast animations and can stop your offense coming in on a fallen opponent.

 The Anti-Oki:

You can use this if you predict an opponent will try to run up and mix you up with a low that hits grounded.  It will evade the low and punish them with a flying cross chop to the face.

The spring up can be used to stop an opponent rushing in and using any attack.  It is a fast animation but beware as it is unsafe if it whiffs and it can be stepped.

 

Tech Roll [Left or Right]

Your opponent recovers immediately after a fall by rolling off to the left or right side and getting back up.

 The Oki:

Tech Roll is the safest way to get up, but it can also be an instance where you can take advantage of the non-attacking opponent.  Like I mentioned earlier, FREE DAMAGE, take it.  When you see an opponent land, you need to be at his wake up spot already, and as soon as they get up from rolling, your pre-calculated, next move is ready to mix-them-up.  Remember, if timed correctly, a low cannot be low parried on an opponent’s tech roll.

Be very careful of the timing though because if you hesitate of wait for a millisecond too late, your opponent can tech, and then hit a button, or tech and then sidewalk your attack attempts.. So make sure you use your moves immediately on an opponent’s wake up.

If you want to bait a sidewalk to use a tracking move on an opponent’s tech-roll is another set up that could work, if you predict and can read an opponent side-walking on their wake up.

 The Anti-Oki:

Tech Roll is the FASTEST way to recover after falling to the ground- you evade ground attacks and essentially any poorly timed efforts your opponent may try in their okizeme attempts.  Tech Roll also helps you recover the fastest- so utilize tech roll most of the time.. But be sure to mix your opponent up as smart opponents will find traps and ways to make you tech roll into a tricky mix-up or offense set-up.  Mix them up by laying on the ground or side rolling.

 

Lying on the ground

Opponents remain on the ground after being knockdown or juggled.

 The Oki:

Use your ground hitting lows and mids to hit opponents on the ground.  Now, the key in order to NOT mess this up is to wait a split a second after your knockdown or juggle to see if the opponent won’t get up, then use your ground hitting tool immediately.  If you commit, it may result in your ground hitter whiffing and you getting punished.

Another important thing a lot of players forget is to CONTINUE wake ups and mix-up offense even after they have landed that ground hit, run up and KEEP IT GOING.

Be creative with your options- don’t fall into patterns and DO NOT try to be unsafe right of the bat- take your time to mix-up slowly, even if it is poke damage.

 The Anti Oki:

Lying on the ground automatically eliminates half off your opponents options, from mixing you up to throws, and even frame advantage attacks- it is great to lay on the ground as some players may even whiff in attempts to set you up for wake up spikes and options.

 

Lie on the ground/spiked on the ground~ then get straight up

Opponent will land on the ground, and then get straight up.

 The Oki:

This is your opportunity to use your mid/low mix-up game, along with your moves that did not track well, but have good properties with frames on block.  It is your chance to mix your opponent up EVEN FURTHER and take off more damage by making them guess incorrectly.

Some characters have “re-floats” for this situation- not all do, but learning your characters potential in this situation is imperative.

 The Anti-Oki:

You essentially eliminate a big portion of your opponent’s chance to catch you with a trap in roll.  Lying on the ground initiates your opponent to use ground hitting attacks, but standing straight up at the last second or when they close in the distance will strike that option out too.

Also, you have the ability to low parry or sidewalk an option immediately once off the ground as you recover to react at a quicker rate.

Use this way of getting off the ground if you are low on life, and have to guess.  If you are confident in your guesses and know you can come back on life- go for it!

 

Lying on the ground/spiked on the ground~ then side roll [left or right]

Lying on the ground/spiked on the ground~ then roll back

After some juggles or knockdown moves/strings- your opponent will not be able to tech toll, and will be considered "spiked." 

 The Oki:

In both of these cases, you have the ability to follow an opponent and RE PICK them up with some juggle filler or bound tool to get more damage.

If they roll back, follow their roll back and while they are still in the animation of rolling backwards, use a mid-move to pick them back up for a full juggle.

If they side roll, they will ride to the side and then stand automatically- you can follow their roll by dashing in and just staying on top of your opponent.  Visually watch for when their bodies are about rises off the ground, and that’s when you would time your ‘pick-up’ move.

Alternatively, you do not HAVE to pick them up to continue a juggle- that is just the most damage outcome, and some characters may not even be able to do it as easily- You can use bound moves, lows, and certain other attacks, just to get FREE DAMAGE from moving on the ground this way.  You do not always have to go for MAX damage on wake up because there are times it will hit you by surprise, just make the best of the time you have advantage on the opponent.

 The Anti Oki:

Side rolling on the ground is particularly useful, when timed correctly, to evade certain ground hitting attacks- it’s essentially a sidewalk on ground!  Some moves will cover against a side roll, just be aware you won’t be able to get around everything.  Use the side roll wisely though, as opponents can refloat you while you get back up- to counter-act this you must press 3 or 4 [wake up kick options] while in the process of getting off the ground from a side roll.  This will cause the opponents picking up tool to be a counter-hit and not be a clean, regular hit float.  Be aware though, you still can be counter-hit launched by a launching attack. 

Side rolling and back rolling can also be used as a tool to get away from an over offensive opponent- once you inputted the motion, you recover standing, and both players are back to a neutral situation. 

 

The Wake-Up Kick

Your opponent wakes up off the ground with a kick, either low or mid.

 The Oki: Run up and block the mid, run up and block the low/low parry are the easiest options.  Side walking up close is another option, but more risky as wake up kicks tend to track for no reason whatsoever.

More complicated, but more hurtful options are using forward lunging tools on an opponent’s wake up [example DJ’s ff+2, Bob’s ff+2] causing a CH.  Make sure you execute the move from where you stand; otherwise you may eat a counter hit.

Also, most effectively- run up and BAIT a wake up kick, while immediately taking a step back to whiff punish with a launch of your choice.

You can almost be sure your opponent will think twice about doing it again.

 The Anti-Oki:

Surely, a wake up kick can drive an opponent crazy- eating something so small- crushes their offensive attempts while giving you a tradeoff where you either get a combo or a knockdown- allowing you to continue and implement a wake up game.

 

 BALLS TO THE WALL:

 When you’re at the wall or when you have an opponent at the wall:

 The Oki:

No matter which option your opponent chooses to use when moving on the ground when their back is to the wall- they are at a disadvantage and their options to roll around are very limited.

Remember when they are at the wall- THEY CAN’T MOVE BACK, and it is very hard for them to create space away from you.

 I suggest using all your frame advantage tools and presume when they wake up; they are going to try to either:

1. Hit a button or

2. Side-walk away from the wall.

Both of which should be covered by your offense attempts. 

For example: With Ganryu- when my opponents back is to the wall, I would use df+3 on their wake up [it will cover the ground hit too if they chose to lay on the ground], and then d+1 [to cover the ground hit and also if they wake up blocking low, they will get hit by my mid, overhead move- giving me more frame advantage]. 

The key is you HAVE to understand your characters potential to keep an opponent locked down- and at the wall you have to make use of this most effectively. 

 The Anti-Oki:

Try tech rolling in the direction to which you can sidewalk immediately to get your back away from the wall.  Once your back is away from the wall and your opponent will see you stepping, they may use tracking or offense tools to keep you standing there- in which you can use keep out moves or just block.  Try to be the smarter player and stay one step ahead of your opponent.

Otherwise, a safer option can be just lying on floor when you land near the wall and trying to stop an offensive opponent with a wake up kick.

 Tag crash/Raw Tag may also be a good option too. 

If opponents go low too much near the wall, you can raw tag and your other character will fly in right over your opponent’s low move attempt- allowing you to come in safely and maybe even punish the whiffed low (if it is a slower one).

 

 MORE STRANGE AND ADVANTAGEOUS WAYS TO CREATE OKI BASED ON YOUR OPPONENTS FALL:

 Other methods of landing on the ground can be created by YOU, and often are MORE advantageous.  Sometimes, your character may have juggle enders [example: Bryans DB+2] that prompt for this kind of fall.

 It is more advantageous because the options you have on your opponents wake up are severely in YOUR favor.  Their reaction to wake up is slower; they often land closer and can hurt if they choose the wrong method of getting up.

 You also eliminate the chance for your opponent to quick tech roll.

 These other forms of falling are called:

 Face up, feet away [FUFA]

Face down, feet towards [FDFT]

Face down, feet away [FDFA]

And there are more kinds of knockdowns, slightly more sideways- but for the sake of conversation, these are the most common.

 The situations where an opponent lands like this can be your chance to score big damage and good “okizeme.” 

You can give up damage by not completing an entire juggle, but get the opponent to land in these “weird” falls.

 Important to note that when an opponent falls in this manner –

Firstly, it will depend how far you are from your fallen opponent:

 If you are close:

  • Getting up straight is almost NEVER an option, and YOU have an option to pick them back up with a mid-poke or juggle string for a full juggle.
  • Rolling back will allow you to dash in and use a move to pick the opponent up out of rollback, such as df+1 poke or another mid-juggle move.
  • Most opponents may lay there and take a ground hit, for previous reasons, and this enables you to use your slower hitting and more damaging ground attacks.  Moves like Bryan’s DF+3, which u may hesitate to use as a wake up option on regular landing situations, you would be able to use more freely for a chunk of damage.

Make sure your ground-hitting moves can cover a side roll too- as opponents who lay on the ground to wait for a hit often roll to the side and then decide on getting up straight, rolling back or wake up kick.

 If you are far [like 3 or more character spaces away]:

  • You have to use your range attacks to gain ground and take advantage of the situation at hand.
  • Since your opponent cannot tech-roll, they may get straight up and be safe, but your next option to create a mix-up is in your favor.  Since they recovered from the fall, they cannot move as fast or attack as fast any move choice will be against their odds.Utilize mix-up moves on this kind of wake up, think of it as a FREE chance to attack.

 

FURTHER TIPS ON HOW TO REACT WHEN THE OPPONENT HITS THE GROUND

  >> Using Reaction and Commitment based on Conditioning

 This comes with experience of training your opponent to do what you want them to do. 

For instance, the ground game in Tekken should be made complicated for your opponent, but should be simple for you.  Once you have knocked down your opponent you have several options, all of which you have pre-calculated in your head.

 

Precalculation is created by understanding your characters options -

> ground hitting lows/mids.

> advancing mids that give advantage on block that can also be used as a mix up to a low.

> low moves that can be used on an opponents wake up.  Usually should be faster, poking lows so you can continue an offense or get away, getting free damage [in a safer manner].

 

LEARN TO BE CREATIVE WITH YOUR OPTIONS. 

 The key thing to remember in these Tekken games is to TAKE ADVANTAGE of your opportunity when your opponent is knocked down.  You want to be in his face to mix them up even further- take every opportunity and be creative with your options.

 Let’s run through the options:

Once knocked down

 

1. Run up and do a low hitting move that hits grounded:

 

> Pro’s:

  • Almost a guaranteed hit if opponent side rolls or lays there
  • If timed correctly [right on opponents wake up and tech roll] an opponent cannot low parry a low hit. [best seen at the wall]
  • Also acts as a low mix-up and a poking/chipping move if opponent gets up to block mid
  • Can be the start for further mix-ups and options

 

> Cons:

  • Opponent can wake up kick you if you are not fast enough – almost always the case if you try to go low on a knocked down opponent
  • Opponent can roll back causing your low move to whiff
  • They can anticipate a low, and get up blocking low

 

What you can do:

  • Run up to a floored opponent and wait a single split second before doing a low move – this will give your eye a quick second to adapt to what is going and change your option accordingly.
  • Run up to opponent and use a mid, ground hitting move – this will cover two of your bases [laying there and blocking low].
  • Run up to opponent and commit to a mid-hitting move – this will allow to open up more offense if they block mid and cover the base against blocking low. 

 

More Notes:

 Some characters can go even further after using low hits on the ground, so make sure you are ALWAYS in your opponents face when they getting off the ground.

  • Be ready with your pre-calculated options and KNOW what tools you are going to use to mix-up an opponent at all times.  
  • AND always be on the look-out for wake up kicks. 

 

2. Run up and use a mid-hitting move for several options:

 

 > Pro’s:

  • Using moves like running moves that give a lot of frame advantage on block can open an opponent up to more mix-up options.
  • Time these moves on visually seeing an opponent get up off the ground- otherwise you can result in a whiff.
  • Throws become more surprising right on a wake up.

 

> Cons:

  • Becareful of wake up kicks, they will counter hit you.
  • If not timed correctly, opponents can side-step a non-tracking mid, creating a painful whiff. [in which you would use your slower, tracking move]

 

 Hope this helps, feel free to add anything you want to this document!

Explaining the ground & wake up game in Tekken:

 

GROUND GAME & WAKE UP GAME –

 

Introduction:

 

The ground game and wake up game in Tekken, otherwise known as Okizeme, or Oki, is what makes Tekken such a unique fighter.  The mind games created when an opponent is on the ground can be even greater than a standing game and also can work both ways, where your opponent can create a mind game for YOU when they hit the floor.

 

It’s imperative to understand that this part of the game CANNOT be overlooked, and must be learned and strategically implemented into your game.  Essentially, wake up can be thought of free damage, if done right.

Most players do not realize the extent of this aspect of the game, and through watching videos of your top players playing your respective characters, you surely can learn a lot from how to react to certain ways an opponent may move on the ground.

 

Surely, the mindset differs from player to player in this aspect and what you may see on a video may not necessarily work for you in a real match- it’s good to just absorb information and know the capabilities of your team/characters.

 

HOW TO MAKE USE OF THE “CORRECT” OPTION AT THE CORRECT TIME:

 

The best thing is to feel an opponent out- surely, you may have created a wake up setup with your character, but what if it is something your opponent KNOWS and can anticipate? Try them; test it out, maybe they would be looking for bait and may take the chance of eating your setup.  All in all, know your options, and watch how an opponent reacts when they fall, and judging on how they reacted the first time, be sure to note that they MAY react differently the second time, depending on the mix-up and the damage they took.

 

The key is GET IN and WATCH in that millisecond, and then do your appropriate tool to get THE FREE DAMAGE.

 

 

Let’s first discuss the way an opponent can fall and ways they can move and roll around once they hit the floor.

 

LEARNING YOUR OPTIONS BASED ON OPPONENTS FALL:

 

The most common and the way you should learn most of your oki options against an opponent’s wake up is FACE UP FEET TOWARDS [FUFT].

 

Your opponent can land this way after MOST knockdown moves/strings as well as after juggles.  For example, how your opponent lands after you do 1,1,2 on hit with Mishimas.

**From point of impact to the time they hit the ground, it is your opportunity to formulate a “wake-up” option in your head**

 

Looking at how your opponent can mix you up on their wake up:

 

They can roll back

They can roll back and spring board forward

They can tech-roll [left or right]

They can lay on the ground

They can lay on the ground/spiked on the ground~ then get straight up

They can lay on the ground/spiked on the ground~ then side roll [left or right]

They can lay on the ground/spiked on the ground~ then roll back

They can wake up kick

They can spring up as soon as they hit the ground

 

Or they can do other use other methods which are not too popular-

Rolling forward [hardly ever seen]

 

Now there is a mix-up to each one, and it is up to you to figure out what tools your character has to make the most of this advantageous situation.

 

Let’s go through each one and figure out what can be the best option for each situation [and also analyze a little psychology to why an opponent could choose this method of ground movement]

 

Rolling Back

This is when your opponent rolls back immediately after hitting the ground.

 

The Oki:

Most of the time, if distance allows it, you can most certainly ALWAYS catch an opponent with a “roll back” catch.  Unless they are moves like Bryan’s FF+2 or other moves that send an opponent flying back some distance.

For example, after a knockdown juggle with bob/slim bob ending with d2,3 as post Tag Assault ender, if an opponent rolls back after that, I can dash in and cd+2 for a FULL re-launching combo starter.

 

The Anti-Oki:

For the choice of rolling back immediately once hitting the ground, it is usually created from a fear of taking a low/mid mix-up on your wake up, so rolling away creates more space for you to breathe and recover after your fall.

 

Rolling Back and Spring Forward [Incl. Spring up right off the ground]

Opponent will roll back and then fly forward with their arms in diving position.

Opponents will land on the ground, and spring up off their hands onto their feet.

 

The Oki:

You can usually tell from the animation when this is coming, and you should be aware as some players use this for destructing move options against their opponents- the best thing to do is to sidewalk when you see them lunging at you, run up immediately to an airborne opponent [where you will be behind them] and use a FAST punish as they recover to the ground.  You will have to buffer your run motion [F~F,F] in order to close that distance fast enough to get the punish.

 

You have to watch out for "Spring ups" when an opponent hits the ground immediately.  These are usually really unsafe if they whiff, but have fast animations and can stop your offense coming in on a fallen opponent.

 

The Anti-Oki:

You can use this if you predict an opponent will try to run up and mix you up with a low that hits grounded.  It will evade the low and punish them with a flying cross chop to the face.

 

The spring up can be used to stop an opponent rushing in and using any attack.  It is a fast animation but beware as it is unsafe if it whiffs and it can be stepped.

 

Tech Roll [Left or Right]

Your opponent recovers immediately after a fall by rolling off to the left or right side and getting back up.

 

The Oki:

Tech Roll is the safest way to get up, but it can also be an instance where you can take advantage of the non-attacking opponent.  Like I mentioned earlier, FREE DAMAGE, take it.  When you see an opponent land, you need to be at his wake up spot already, and as soon as they get up from rolling, your pre-calculated, next move is ready to mix-them-up.  Remember, if timed correctly, a low cannot be low parried on an opponent’s tech roll.

Be very careful of the timing though because if you hesitate of wait for a millisecond too late, your opponent can tech, and then hit a button, or tech and then sidewalk your attack attempts.. So make sure you use your moves immediately on an opponent’s wake up.

If you want to bait a sidewalk to use a tracking move on an opponent’s tech-roll is another set up that could work, if you predict and can read an opponent side-walking on their wake up.

 

The Anti-Oki:

Tech Roll is the FASTEST way to recover after falling to the ground- you evade ground attacks and essentially any poorly timed efforts your opponent may try in their okizeme attempts.  Tech Roll also helps you recover the fastest- so utilize tech roll most of the time.. But be sure to mix your opponent up as smart opponents will find traps and ways to make you tech roll into a tricky mix-up or offense set-up.  Mix them up by laying on the ground or side rolling.

 

Lying on the ground

Opponents remain on the ground after being knockdown or juggled.

 

The Oki:

Use your ground hitting lows and mids to hit opponents on the ground.  Now, the key in order to NOT mess this up is to wait a split a second after your knockdown or juggle to see if the opponent won’t get up, then use your ground hitting tool immediately.  If you commit, it may result in your ground hitter whiffing and you getting punished.

Another important thing a lot of players forget is to CONTINUE wake ups and mix-up offense even after they have landed that ground hit, run up and KEEP IT GOING.

Be creative with your options- don’t fall into patterns and DO NOT try to be unsafe right of the bat- take your time to mix-up slowly, even if it is poke damage.

 

The Anti Oki:

Lying on the ground automatically eliminates half off your opponents options, from mixing you up to throws, and even frame advantage attacks- it is great to lay on the ground as some players may even whiff in attempts to set you up for wake up spikes and options.

 

Lie on the ground/spiked on the ground~ then get straight up

Opponent will land on the ground, and then get straight up.

 

The Oki:

This is your opportunity to use your mid/low mix-up game, along with your moves that did not track well, but have good properties with frames on block.  It is your chance to mix your opponent up EVEN FURTHER and take off more damage by making them guess incorrectly.

Some characters have “re-floats” for this situation- not all do, but learning your characters potential in this situation is imperative.

 

The Anti-Oki:

You essentially eliminate a big portion of your opponent’s chance to catch you with a trap in roll.  Lying on the ground initiates your opponent to use ground hitting attacks, but standing straight up at the last second or when they close in the distance will strike that option out too.

Also, you have the ability to low parry or sidewalk an option immediately once off the ground as you recover to react at a quicker rate.

Use this way of getting off the ground if you are low on life, and have to guess.  If you are confident in your guesses and know you can come back on life- go for it!

 

Lying on the ground/spiked on the ground~ then side roll [left or right]

Lying on the ground/spiked on the ground~ then roll back

After some juggles or knockdown moves/strings- your opponent will not be able to tech toll, and will be considered "spiked." 

 

The Oki:

In both of these cases, you have the ability to follow an opponent and RE PICK them up with some juggle filler or bound tool to get more damage.

If they roll back, follow their roll back and while they are still in the animation of rolling backwards, use a mid-move to pick them back up for a full juggle.

If they side roll, they will ride to the side and then stand automatically- you can follow their roll by dashing in and just staying on top of your opponent.  Visually watch for when their bodies are about rises off the ground, and that’s when you would time your ‘pick-up’ move.

Alternatively, you do not HAVE to pick them up to continue a juggle- that is just the most damage outcome, and some characters may not even be able to do it as easily- You can use bound moves, lows, and certain other attacks, just to get FREE DAMAGE from moving on the ground this way.  You do not always have to go for MAX damage on wake up because there are times it will hit you by surprise, just make the best of the time you have advantage on the opponent.

 

The Anti Oki:

Side rolling on the ground is particularly useful, when timed correctly, to evade certain ground hitting attacks- it’s essentially a sidewalk on ground!  Some moves will cover against a side roll, just be aware you won’t be able to get around everything.  Use the side roll wisely though, as opponents can refloat you while you get back up- to counter-act this you must press 3 or 4 [wake up kick options] while in the process of getting off the ground from a side roll.  This will cause the opponents picking up tool to be a counter-hit and not be a clean, regular hit float.  Be aware though, you still can be counter-hit launched by a launching attack. 

Side rolling and back rolling can also be used as a tool to get away from an over offensive opponent- once you inputted the motion, you recover standing, and both players are back to a neutral situation. 

 

The Wake-Up Kick

Your opponent wakes up off the ground with a kick, either low or mid.

 

The Oki: Run up and block the mid, run up and block the low/low parry are the easiest options.  Side walking up close is another option, but more risky as wake up kicks tend to track for no reason whatsoever.

More complicated, but more hurtful options are using forward lunging tools on an opponent’s wake up [example DJ’s ff+2, Bob’s ff+2] causing a CH.  Make sure you execute the move from where you stand; otherwise you may eat a counter hit.

Also, most effectively- run up and BAIT a wake up kick, while immediately taking a step back to whiff punish with a launch of your choice.

You can almost be sure your opponent will think twice about doing it again.

 

The Anti-Oki:

Surely, a wake up kick can drive an opponent crazy- eating something so small- crushes their offensive attempts while giving you a tradeoff where you either get a combo or a knockdown- allowing you to continue and implement a wake up game.

 

 

 

BALLS TO THE WALL:

 

When you’re at the wall or when you have an opponent at the wall:

 

The Oki:

No matter which option your opponent chooses to use when moving on the ground when their back is to the wall- they are at a disadvantage and their options to roll around are very limited.

Remember when they are at the wall- THEY CAN’T MOVE BACK, and it is very hard for them to create space away from you.

 

I suggest using all your frame advantage tools and presume when they wake up; they are going to try to either:

1. Hit a button or

2. Side-walk away from the wall.

Both of which should be covered by your offense attempts. 

For example: With Ganryu- when my opponents back is to the wall, I would use df+3 on their wake up [it will cover the ground hit too if they chose to lay on the ground], and then d+1 [to cover the ground hit and also if they wake up blocking low, they will get hit by my mid, overhead move- giving me more frame advantage]. 

 

The key is you HAVE to understand your characters potential to keep an opponent locked down- and at the wall you have to make use of this most effectively. 

 

The Anti-Oki:

Try tech rolling in the direction to which you can sidewalk immediately to get your back away from the wall.  Once your back is away from the wall and your opponent will see you stepping, they may use tracking or offense tools to keep you standing there- in which you can use keep out moves or just block.  Try to be the smarter player and stay one step ahead of your opponent.

 

Otherwise, a safer option can be just lying on floor when you land near the wall and trying to stop an offensive opponent with a wake up kick.

 

Tag crash/Raw Tag may also be a good option too. 

If opponents go low too much near the wall, you can raw tag and your other character will fly in right over your opponent’s low move attempt- allowing you to come in safely and maybe even punish the whiffed low (if it is a slower one).

 

 

MORE STRANGE AND ADVANTAGEOUS WAYS TO CREATE OKI BASED ON YOUR OPPONENTS FALL:

 

Other methods of landing on the ground can be created by YOU, and often are MORE advantageous.  Sometimes, your character may have juggle enders [example: Bryans DB+2] that prompt for this kind of fall.

 

It is more advantageous because the options you have on your opponents wake up are severely in YOUR favor.  Their reaction to wake up is slower; they often land closer and can hurt if they choose the wrong method of getting up.

 

You also eliminate the chance for your opponent to quick tech roll.

 

These other forms of falling are called:

 

Face up, feet away [FUFA]

Face down, feet towards [FDFT]

Face down, feet away [FDFA]

 

And there are more kinds of knockdowns, slightly more sideways- but for the sake of conversation, these are the most common.

 

The situations where an opponent lands like this can be your chance to score big damage and good “okizeme.” 

You can give up damage by not completing an entire juggle, but get the opponent to land in these “weird” falls.

 

Important to note that when an opponent falls in this manner –

Firstly, it will depend how far you are from your fallen opponent:

 

If you are close:

 

  • Getting up straight is almost NEVER an option, and YOU have an option to pick them back up with a mid-poke or juggle string for a full juggle.
  • Rolling back will allow you to dash in and use a move to pick the opponent up out of rollback, such as df+1 poke or another mid-juggle move.
  • Most opponents may lay there and take a ground hit, for previous reasons, and this enables you to use your slower hitting and more damaging ground attacks.  Moves like Bryan’s DF+3, which u may hesitate to use as a wake up option on regular landing situations, you would be able to use more freely for a chunk of damage.

Make sure your ground-hitting moves can cover a side roll too- as opponents who lay on the ground to wait for a hit often roll to the side and then decide on getting up straight, rolling back or wake up kick.

 

If you are far [like 3 or more character spaces away]:

  • You have to use your range attacks to gain ground and take advantage of the situation at hand.
  • Since your opponent cannot tech-roll, they may get straight up and be safe, but your next option to create a mix-up is in your favor.  Since they recovered from the fall, they cannot move as fast or attack as fast any move choice will be against their odds.Utilize mix-up moves on this kind of wake up, think of it as a FREE chance to attack.

 

 

FURTHER TIPS ON HOW TO REACT WHEN THE OPPONENT HITS THE GROUND

 

 >> Using Reaction and Commitment based on Conditioning

 

This comes with experience of training your opponent to do what you want them to do. 

For instance, the ground game in Tekken should be made complicated for your opponent, but should be simple for you.  Once you have knocked down your opponent you have several options, all of which you have pre-calculated in your head.

 

Precalculation is created by understanding your characters options -

> ground hitting lows/mids.

> advancing mids that give advantage on block that can also be used as a mix up to a low.

> low moves that can be used on an opponents wake up.  Usually should be faster, poking lows so you can continue an offense or get away, getting free damage [in a safer manner].

 

LEARN TO BE CREATIVE WITH YOUR OPTIONS. 

 

The key thing to remember in these Tekken games is to TAKE ADVANTAGE of your opportunity when your opponent is knocked down.  You want to be in his face to mix them up even further- take every opportunity and be creative with your options.

 

Let’s run through the options:

 

Once knocked down

 

1. Run up and do a low hitting move that hits grounded:

 

> Pro’s:

  • Almost a guaranteed hit if opponent side rolls or lays there
  • If timed correctly [right on opponents wake up and tech roll] an opponent cannot low parry a low hit. [best seen at the wall]
  • Also acts as a low mix-up and a poking/chipping move if opponent gets up to block mid
  • Can be the start for further mix-ups and options

 

> Cons:

  • Opponent can wake up kick you if you are not fast enough – almost always the case if you try to go low on a knocked down opponent
  • Opponent can roll back causing your low move to whiff
  • They can anticipate a low, and get up blocking low

 

What you can do:

  • Run up to a floored opponent and wait a single split second before doing a low move – this will give your eye a quick second to adapt to what is going and change your option accordingly.
  • Run up to opponent and use a mid, ground hitting move – this will cover two of your bases [laying there and blocking low].
  • Run up to opponent and commit to a mid-hitting move – this will allow to open up more offense if they block mid and cover the base against blocking low. 

 

More Notes:

 

  • Some characters can go even further after using low hits on the ground, so make sure you are ALWAYS in your opponents face when they getting off the ground.
  • Be ready with your pre-calculated options and KNOW what tools you are going to use to mix-up an opponent at all times.  
  • AND always be on the look-out for wake up kicks. 

 

 

2. Run up and use a mid-hitting move for several options:

 

 > Pro’s:

  • Using moves like running moves that give a lot of frame advantage on block can open an opponent up to more mix-up options.
  • Time these moves on visually seeing an opponent get up off the ground- otherwise you can result in a whiff.
  • Throws become more surprising right on a wake up.

 

> Cons:

  • Becareful of wake up kicks, they will counter hit you.
  • If not timed correctly, opponents can side-step a non-tracking mid, creating a painful whiff. [in which you would use your slower, tracking move]

 

 Hope this helps, feel free to add anything you want to this document!

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Reader Comments (1)

TL;DR. I'll just do wakeup uf3 instead #BionicBunion

Friday, August 30, 2013 at 4:56 AM | Unregistered CommenterReality

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