Ring oki guide


OVERVIEW
-Red Arc can set up falling j214A oki after j214C and cover a multitude of defensive options safely.
-If the ring is blocked, she can engage in strike/throw mix with the benefit of a corner combo throw.
-The ring is a great starter at 3742 meterless in the corner (3244 midscreen).

HOW TO PERFORM
-In order to time the setup correctly, run in after j214C and jump back just after the opponent touches the ground for the second time, beginning the knockdown. Using rising jA and then delayed j214A (about 23 frames total after your jA input). You are aiming for the ring to touch the opponent's feet with the fireball just behind them. It is possible to release the ring too early or late after the rising jA and miss* the opponent.
*Not shown in the video, it is possible to rising jA and intentionally throw the ring out early or late to bait shield, which a true punish with throw if the shield whiffs. This is fairly visually ambiguous. Saber's Avalon extends her hurtbox much more than shield, so the only way to fake the setup to bait Avalon is to begin the jump into ring before the opponent touches the ground for the second time. Overall, Avalon is very hard to actually bait convincingly.

BEATING DEFENSIVE OPTIONS
-Properly performed ring oki is safe against ALL meterless reversals, ALL metered reversals*, and ALL arc drives**. It causes shield > A to whiff, you have more than enough time to punish shield > B with 3C, and it is safe against shield > lunge. Tap shield gives the opportunity to punish lunge without getting fatal countered by shield > B, but the opponent will be out of the corner and is slightly plus. Overall, doing nothing after they shield is the strongest and safest option with tap shield being a hard callout on lunge.

*A few metered reversals were shown in the video, but just to clarify, it does also beat Arcued 22C. It also beats horizontal reversals with a great deal of leniency. Keep in mind that some metered reversals are still too far away to punish with shield > A, so use shield > lunge when necessary.
**Do keep in mind that you must jump out of the way of Kouma's arc drive. It is a 0F startup command grab that advances, but because of the travel time, you are still free to jump and punish. Also, be aware that Shiki and Kohaku both have arc drives that can be charged to be unblockable/a command grab respectively. For Shiki, hold stand shield until the arc drive comes out and you will still shield successfully. For Kohaku, tap shield to cover the initial strike property and then jump immediately after to evade the command grab. Both timings are static, so Kohaku cannot "partial charge" in order to catch your jump startup. Tap shield into jump is guaranteed to cover both options with consistency.

PRESSURE AND MIX
-Run up 2AAA has a small gap. It catches jump startup and counterhits mash out attempts. It also very easily beats forced release (heat).
-Microdash 2B is a gapless low option that can begin pressure.
-IAD jC is gapless (upback IAD jC for a double overhead has a gap).
-5[B] leaves a small gap that still catches jump outs and has the added benefit of armoring through meterless DPs. Loses to forced release.
-Whiffed IAD j[C] can set up throw, but loses to fuzzy mash from the opponent. Fuzzy mash can be beat with IAD delay jA.
-Run up IAD (forward or back) will punish common throw OS's and will also punish the opponent if they mash 2AA. Because of the vertical height of jC, it will also catch the opponent upbacking* the corner, and if blocked, you can AUB them with a 2C starter.
*Does not cover delayed upforward, although that's a pretty strange option for the opponent to show.
-Dash IAD back j214A beats mash, throw, and forced release for high reward.

MIDSCREEN DYNAMICS
-This setup is still possible to perform at midscreen. It still beats reversals and it still can be confirmed, although for much less damage.
-The main issue with midscreen ring oki is that it can be backdashed by the opponent basically for free. It's extremely difficult to police this midscreen backdash - 623C is pretty much all you have as a callout. The ring can also be backdashed in the corner, but it's very easy to punish in that situation.
-Overall, I do NOT recommend running ring oki midscreen. Everything about it is much weaker, including the reward on hit.

MOON DRIVE DYNAMICS
-If the opponent wakes up with moon drive when using this setup, the ring will whiff completely. However, Red Arc is still at slight advantage.
-Red Arc can freely disengage at this point if she wishes depending on the MU.
-You can also delay a moon drive back with no risk in order to check the situation. This is a very strong option and makes policing moon skills or overextensions from the opponent easy.

CONCLUSION
Seems gud :3

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