Budding Fighter
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Joined: Jul 2012
Posts: 1606
From: New Zealand
# “Quote” Edit Post
8) Okizeme

Baek's oki game is pretty scary IMO (not quite herp derp level, but really close). Most people disregard his oki game as being average or even below average, but he's got plenty of refloats, and d+2 is still boss as a ground hitting mid, even though it's -10 now. The only flaw to his oki game is hurting side rolling opponents; most of the times the best punish is a dash d+2 but it's risky because when you're dashing to realign with the side rolling opponent, they could stand up straight or get up kick. d+3 is another option, but the damage is quite piddly.

Post B! options

Baek can do db+3,3~f, df+3+4 for damage, but we have some oki setups as well.
WS 4,4,3~f oki
WS 4,4,4 is a decent ender for damage, but some people will not respect the last 4 ender and backroll in order to decrease the damage on the last 4 (if they're backrolling during WS 4,4,4 as a combo ender they decrease the damage by about 7-8 points). If you know your opponent knows about decreasing the damage, you can go for a little setup.
If they backroll, stand straight up, or try either get-up kick, either d+4,3,3,3~f spike into almost no oki, or time your db+3,3~f into combo (you can get another B!).
If they stay there, d+2 will hit them. It kinda resets the situation though, because of the pushback of d+2 on clean grounded opponent. d+3 is another great option to hit them on the ground, as it also tracks sideroll to either side.
If they get up kick, cancel into FLA uf+3 will CH both get up kicks.

Double db+3,3~f oki
Marin made a really good video about Baek's strongest oki option post B!. Here it is:
Baek's double db+3,3~f oki

It's got all you really want to know.

Overall, his oki ender post B! is db+3,3~f db+3,3~f, but you can play a little metagame with your opponent with regards to the WS 4,4,4 'oki'.

df+3+4 air throw
You're actually at -ve frames from the air throw, so nothing is guaranteed if they decide to stand straight up. Space out post throw. But the following are some set-ups:
If they tag crash, CD+3 (just stay there and then do it, because they'll whiff their tag crash) (Credit: Mr Taliban)
If they try either get-up kick, df+3~f, FLA uf+3 whiff punishes.
Backrolling is safe (opponent is free to be mixed up afterwards though), and quickrise is safe.

Grabs and their oki

Baek's grab oki is pretty average. He has a great 1+2 throw, but unfortunately that's where it really ends. 1+3 gives decent oki. His 2+4~b allows for free quickrise, and that's his best 2 throw for oki.
From all grabs, if they raw tag, you stay there, and CD+3 or just df+2 their butt.

1+3 oki
If they stand straight up, ub+4 hits in the back.
If they stay there or sideroll, d+2 hits as well as db+4. A good thing with that is if they stand straight up post sideroll, db+4 trips them up for a combo. (credit about the db+4 stuff: Hyun Sai)
If they backroll, you can WD into CD+3 or dash grab for a BT throw (credit: Mr Taliban).
If they tag crash, backdash into CD+3 to punish it. Or jump forward into WS 2,1. Or b+3 into BT combo. (credit: CaCarmen)
-3 on break (credit - InaTekken)

2+4 oki
This grab gives no oki whatsoever on open field. They can roll away or stand straight up and the best you can do is try a FLA WD into mix-ups.
If they tag crash, stay there and CD+3. (credit: CaCarmen)
When the opponent's back is the wall though, it's good. It's now techable as it gives a wall hit and now does 40 damage due to the wall hit, but it still gives you good recovery so you can do stuff.
If they tech roll, follow up with mixup.
If they stay there, d+2.
This also changes screen sides so it's good if you notice your opponent can move on, say 1P better than on 2P, and thus try to hinder their movement ability.
This throw is taggable. Tagged in character is closer than Baek is. Gives terrible recovery when tagged, however.
-6 on break (credit - InaTekken)

f+2+3 oki
They can stand up safely, however:
If they try either get-up kick, wait a little bit into df+3~f, FLA uf+3.
If they tag crash, stay still into CD+3. (credit: CaCarmen)
Great thing about this grab is that it switches positions on break and hit, so it's great when your back is against the wall.
-5 on break (credit - InaTekken)

db+1+3 oki
Great thing about this grab is that it switches positions on hit.
If they stand straight up, iFLA 3,4,4,4 into combo.
If they stay there, d+2 hits as well as db+4. A good thing with that is if they stand straight up post sideroll, db+4 trips them up for a combo. (credit about the db+4 stuff: Hyun Sai).
If they sideroll, d+3.
If they backroll, you can WD into CD+3 or dash grab for a BT throw (credit: Mr Taliban).
If they tag crash, SSR, b+3, into BT combo. (credit: CaCarmen)
-6 on break (credit - InaTekken)

2+4~b oki
You're backturned from this throw.
If they roll away, you can turn around and FLA WD into mix-ups.
If they stand straight up, you can turn around into mix-ups.
If they stay there or sideroll, quick turn around into d+2 or d+3 (doing d+3 in this situation is kind of like an option select; it will hit if they stay there, try either get up kick, sideroll, or stand straight up and not get up duck)
If they try either get up kick, BT 4 will CH launch (need to time it a bit).
If they tag crash, hold B and CD+3 to punish. (credit: CaCarmen)
Great thing about this grab is that it switches positions on hit.
-5 on break (credit - InaTekken)

Wall oki

Originally posted by Marin
FDFA oki near the wall is scary, because of how difficult it is for the opponent to get out of the FDFA position, because you can get relaunched into the wall at any moment and because basically the only good way out is either by quickstanding, which results in a cornered position (which is also a tough spot to be in), or Tag crashing. Baek has the fastest attack that results in a spiked FDFA position in the entire game, namely 1+2,4 (14 frames). Some moves that are great in this situation:

For resetting the oki:
- d+3
- ss+3
- d+2

For a wall splat:
- df+1
- f+2
- d+4,3,3,3~f

I prefer to use 1+2,4 near the wall instead of a wall splat launch because of the amazing oki afterwards.



Post W! combo option
After W! 4,4,
- If they stay down, d+2. This is great because there's no pushback with d+2, so SS with them as they techroll and then keep on the pressure.
- If they get up, mix-up db+3,3~f into pressure with b+4. They can block either options though. However, they will not want to block the db+3,3~f in fear of eating b+4 into another mixup.

After W! df+4,4, (credit: CaCarmen)
- If they stay down, the low hit (df+4,4,'4') will hit grounded, or you can d+2 if you're sure they'll stay down.
- If they quick rise, both standing 4 and d+4 float. If standing 4 floated, 4,3,4 is guaranteed. If d+4 floated, d+4,3,3,3~f or d+4,4>4 (go with d+4,4>4 though, as the d+4,3,3,3~f allows for very little followups; at least you get max dmg).
- If they sideroll, d+4 floats for a d+4,4>4 or a d+4,3,3.

After W! FLA f+3, 4, d+4,4:
- If they tech roll, an instant FLA f+3 will catch right tech. If they tech left, the FLA f+3 is blocked and most probably your back is against the wall in FLA. From there, hope that your opponent is defensive and FLA grab to switch sides else you're in trouble.
- If they do not tech roll and stay there, you can whiff your FLA f+3 and:
a) If they get up they face W! mixup.
b) If they get up kick, another FLA f+3 will CH.
c) if they side roll in any direction, db+4 does the most damage. You can also hit them with d+3, delayed d+4 as well as db+3,3~f if they decide to side roll.



Knockdown Oki
His knockdown game is kinda lacking IMO, but he's got some stuff.
NOTE: Whenever 4,3,3~f floats, you can also do d+3,3,n+3(~5) to float them to a wall.

1+2,4 or CH FLA b+3
- If they lay there, either get up kick or sideroll, dash d+2 (the dash will track against sideroll).
- If they get up or backroll dash 4,3,3~f picks up for combo.
- If they tag crash, b+3~D to BT combo.
- If they get up kick, you are at a range where get up kicks will whiff. CD+3 for best punish.

CH (4,)4
d+2 is not guaranteed (anymore), they can stand up to get spiked by it. But here's some more viable oki from it.
- If they get up or backroll, dash 4,3,3~f picks up for combo.
- If they tag crash, b+3~D to BT combo.

ff+4,3
After hit, dash:
- If they techroll, you've got a hell of a lot of frames to mix them up.
- If they lay there, d+2 (they don't have enough time to sideroll or try either get up kick).
- If they quick backroll (which is rare), a timed ff+3 acts as a backroll catch; either it insta B!'s if you do it too early or it will juggle them if you time it just right. You can also do another ff+4,3 and put them in the same situation again, or float them for a combo.

b+2
At the wall,
- d+2 is guaranteed. It hits if they lay there, backroll (spike), quickrise (spike) or try either get up kick.
- If they quickrise or backroll, 4 floats into 4, d+4,4>4.
In the open nothing is free.

FLA f+3
Untechable knockdown. When it hits, do a df+3~f:
- If they get up, you can force them to block another FLA f+3. Use that to do another df+3~f into a pressure game.
- If they do a get up kick, you can another FLA f+3 and get a CH.

Last edited by Budding Fighter on Aug 7th, 2014 at 08:43