Tekken 7

Lars Alexandersson Oki Guide Tekken 7

lars-tekken-7-oki-guide

Introduction

If you want to pick up Lars and save yourself some hours labbing and theorycrafting oki, this can be a good starting point. 

I list guaranteed options from various oki situations, as well as high and low risk oki which I will give a ‘level’ (high risk = low level,… low risk = high level) which can be rewarding if your opponent isn’t punishing it.  Your mileage will vary depending on the rank you’re playing at.

The philosophy of this is that you should always try play at a level where your opponent lets you get away with the strategy.  In other words; it’s the same as the ‘leveling’ concept in poker, where you should always try to play one level deeper than your opponent.

For example; a high damaging low might be ‘level 1’, since it can get block punished, and a safer less damaging option might be ‘level 2’, which you can implement after you see your opponent block.

I’ll also color code the oki situations as I estimate their strength:  Weak, Risky, Solid, Great!

Input from other Lars tech discord members is also included. 

Season 1 stuff that isn’t relevant anymore is crossed out, as below:

SEASON 1

Combo enders

SEN D/F+1

# LEVEL 1 #  [20 damage]

At the lowest level a lot of people don’t tech (backroll) this move, which lands them in FDFA.  From here, d+1+2 is guaranteed.

# LEVEL 2 #  [16 damage / launch]

After they tech you can use ff+1+2 to counter hit launch anyone who presses a button.  You can also delay this move a little to option select failed tech getup options.  However by doing this, you will trade with ~13f moves from succeeded techs.

KiboWolf11 adds:

Keep in mind that this setup loses to opponents who stay grounded, or powercrush-type moves including rage arts.

If your opponent respects you and just blocks, you’re basically giving your turn away, so switch to a mixup of your choice, or you can skip ahead to SEN 3 oki, which is vastly superior as a high level oki ender, and gives more time to set up mixups. 

F,B+2,1 [varies]

This move gets you the same oki position as SEN d/f+1.  It can be used at the wall for some more elaborate tech reset setups, (try this wall combo tech trap: f,b+2,1  SS ff+2,f SEN 3) but I can’t really comment on this yet. This is advanced stuff.

SEN 3

# LEVEL 1 # [varies]

SEN 3 buys you so much time you can apply a mixup of your choice (try ff+4,3 or d/f+2,1).  Or DEN 2 to be  completely safe.  After they respect DEN you can even use DEN 3 (slightly delayed 3 will track rolls).  This respect for DEN 2 will allow you to create mixups in many other oki situations, especially if you learn to stance cancel DEN (so you keep them guessing).

# LEVEL 2 # [13 damage]

If they stay grounded to kick your mixup whiffs, use more DEN 2.

Oki from normal hits

D/F+1+2

d/b+3 is a guaranteed option [9 damage]

# LEVEL 1 # [25 damage + oki]

Use d+1+2 against people who just hold back (and follow up with more oki). Take note that this is launch punishable.

# LEVEL 2 # [22  (33 CH) damage]

f+1+4 hits everything except grounded, and small characters that roll. Similar to the first hit of the d/f+3,f mixup discussed below by Wolf.  Deals more damage in one hit but you get no oki after it. You can also throw out a d/f+2,1 when you have that first read.

# LEVEL 3 # [16 damage] [20 damage]

Use your d+3+4 stomp after they block d+1+2 and learn to stay on the ground for f+1+4.   The stomp is faster and often goes unpunished, since holding d/b is not good enough to block it.

# LEVEL 4 # [varies]

Use DEN 2 and mix it up after they respect.  As before, you can use delayed DEN 2 and delayed DEN 3 as roll catches (DEN 3 can now wall bounce if both of you were parallel to the wall and your opponent rolls towards it for some reason ) you can also generate a mixup from DEN cancels, and for extra greed, you can sneak in an occasional stomp.

# D/F+3,F MIXUP #   (KiboWolf11) [12 damage + oki]

If you want a true mixup and you know they will try to get up, d/f+3,f is the way.  It hits all getup options (except small characters when they roll) and you can hit-confirm it into (delayed) DEN3 (or DEN2).

D+1+2

FC d/f+3 is almost guaranteed.  It will whiff only on extremely shallow hits. (still safe).

[9 (14 CH) damage]

# LEVEL 1 # [16 damage / launch]

ff+1+2  if timed correctly will hit every wakeup option (except small opponents, grounded opponents and perfectly executed right rolls) for 16 damage or a launch.  It is still very, very good, so try it before you knock it. And when it fails, you can adapt: 

# LEVEL 2 # [varies / launch]

Delayed DEN 3 and delayed DEN 2 hit roll get ups, and crouch cancel DEN 2 (tricky) beats everything else. Once they respect, you’re in the same DEN mixup as discussed before.

Inconsistent alternate options:

# F+1+4 # (Same as with the d/f+1+2, but can whiff now depending on spacing)

# D/F+3,F MIXUP #   (KiboWolf11) (can whiff now depending on spacing)

SS+2 [16 + 20 + oki mixup]

Go for a guaranteed d+3+4 stomp (with an optional SEN mixup, hold forward..)  (d+1+2 is also guaranteed and deals 4 more damage) The SEN mixup can be risky. Use it when you have a read.

KiboWolf11 adds:

I personally always go for the stomp, even when not using SEN.  It gives more oki than d+1+2 since it recovers faster.  So use d+1+2 for damage and stomp ALWAYS (oki optional).

Morninglord adds:

Immediate tech into WS 4 beats SEN 1. You can play a mind game on this to launch the WS 4 next time (with a read) with a delayed SEN 3.  SEN 2  can be beaten by immediate tech into WS launcher.  SEN 3 launches getup lows, and mids, but doesn’t hit grounded.

SEN 2 hits grounded but can be low parriedYou can play a mind game on this by launching with SEN 3 next time (Or bouncing with SEN1 if you want to take less risk). Keep in mind that everything you do can be punished. SEN 3 is -14 on block, SEN 1 is -10.

Oki from counter hits

D+2  &  1,1,1 [16 damage]

d+3+4 stomp is guaranteed.  SEN mixup from stomp is optional.  If they get up kick the stomp hits them standing. You are at -4 so it’s a bad idea to apply the mixup here. Probably launch punishable.

WS+2,1

d/b+3 is guaranteed [9 damage]

# LEVEL 1 # [25 damage]

If you feel like taking the risk, d+1+2 beats everything unless they block low (and launch you).

# LEVEL 2 # [22 damage]

f+1+4 beats everything unless stay grounded (and take note of small characters).

# LEVEL 3 # [9 damage]

If your other options don’t work, take the guaranteed d/b+3.  A d+1+2 / f+1+4 mixup isn’t in your favor since the enemy can launch you if they guess right.

B+1 + Mixup 

# LEVEL 1 # [16 damage / launch]

ff+1+2  if timed correctly will hit every wakeup option (except small opponents, grounded opponents and perfectly executed right rolls) for 16 damage. 

You can mix this up with DEN 2 which is safe on block and hits everything else.

If your opponents try to getup attack they will get launched.

Oki from throws

1+3 

# LEVEL 1 # [mixup / launch]

DEN 2 (2 delayed) mixed up with backdash whiff punish. (execution dependent)

If you delay the 2 input correctly, you can’t get launched. At worst you’ll eat 15 damage.  If DEN 2 hits, you get 16-13 damage. If they don’t getup kick and you backdash, you are in neutral.  If they do getup kick, you get a combo. The math is in your favor.

# LEVEL 2 # [varies]

If they block/backwards wake up a lot, in other words respect DEN 2, you’re back in the old DEN mixup.  If they try to interrupt your DEN 3, You can also move to the next mixup situation added by Morninglord.

# F,B+2,1 / STOMP MIXUP # (Morninglord) [mixup / launch]

If they hold back or do a getup kick, f,b+2,1 will launch them.  It creates a mixup between that launch and the stomp.  Side roll beats both stomp and the launch, but most people don’t after that situation. If they stay down you can stomp them, or do whatever.  Sometimes I do ff+3+4 to track rolls.  The reason execution is hard is that the throw animation doesn’t allow for as much input buffering as normal situations.

Wall Oki

D+1+2 INTO FC D/F+1+2 (Morninglord) [11/ 18 damage]

FC d/f+1+2 will beat everything.  If they stay on the ground, the last hit will connect. Doesn’t work as well on small characters.

D/B+2,1 INTO DB/+2,1  … INTO F+1+4 (Morninglord)  [13 damage]

If you read that your opponent is not going to do anything after (during) your standard d/f+1 d/b+2,1 f+1+4 wall combo, you can sneak in an extra d/b+2,1 (or more) after the first and still end with f+1+4.  Each one brings 13 extra damage. If they do tech, you’re safe after d/b+2,1.

D/B+2,1 INTO FF+2,F SEN  (Morninglord)  [mixup]

From the previous situation, you can omit the f+1+4 and go for ff+2,f. If it hits them in this situation SEN 3 will crush get up low, beat getup mid, SEN 2 hits grounded but can be low kicked (launched).  SEN 1 can beat get up mid but loses to getup low kicks.  If they tech you just get a straight mixup. It is launch punishable when people tech ff+2 so best saved for a hard read on an opponent who just wants to lie there after shoulder.

D/F+1 SPAM (???) (Morninglord) [16 damage]

To end rounds if they’re lying on the ground (often at the wall) and you know they’re waiting to kick you, but you aren’t sure if they’re gonna spam it before you can hit DEN 2, spam d/f+1. They might react to the whiff, but the second d/f+1 will interrupt both get up kicks.