Tech Guide – Goh’s Basic Okizeme

Okizeme describes tactics to attack a rising opponent.

Basic Okizeme is all about directly intercepting an opponent’s mid or low rising-kick. While many players may state that Goh’s Okizeme options may not be as diverse as compared to the Okizeme arsenal of other characters, Goh does still have some impressive tools at hand for countering risers, especially for intercepting rising kicks.

Okizeme is oftentimes associated with the high risk of getting countered if you guess wrong, or if you don’t time your intercepting force correctly. Because this is true every serious player usually aims for a the highest potential damage outcome when trying Okizeme versus his match opponent. If you want to counter risers with attacks, Goh’s most basic options are:

  1. Kirin dfdfp [Advancing move vs. any low rising-kick or mid rising-kick from a safe distance (non-circular)]
  2. Sabaki kick bfk [Crumple sabaki vs. mid rising kick (non-circular only)
  3. Knee fk [Direct interception force vs. any low or mid rising-kick]

dfdfp is an awesome Okizeme tool as it can be launched from a distance and you can also confirm the move visually beforehand. bfk is for sabaking mid rising-kicks (must be non-circular), whereas fk due to its high damage outcome is meant as direct counter-hitter vs. any mid or low rising-kick in any given situation.

Kirin

vs. Low Rising-Kick from a distance

vs. Non-Circular Mid Rising-Kick (SK, MK, HK) from a distance

The Kirin is a relatively safe option for Okizeme. You launch the Kirin from far away. Step into the opponents rising attack range to bait a rising kick. Retreat back and see if a low rising kick comes at you. If it does, you launch the Kirin and can continue with a float combo.

It is also possible to punish mid-rising kicks with the Kirin. Therefore, the rising kick has to be non-circular: either a Side Kick (SK), Mid Kick (MK) or High Kick (HK). It is even possible to combine an evade & crouch-dash with the Kirin:

  • undfdfp

Note: Always evade to the background of the match as a possible rising Side Kick can only be evaded to the back side of the ring.

Sabaki Kick

Consultant: Anarkira

vs. Non-Circular Mid Rising-Kick (SK, MK, HK) with foe Face Up, Head Towards You

vs. Non-Circular Mid Rising-Kick (SK, MK, HK) with foe Face Down, Feet Towards You (rare)

bfk is a powerful interception force that can lead to hideous damage especially for Okizeme. On success it leads to a stomach crumple allowing for various follow-up setups (such as Tsukami Grabs dppluskplusg, and so forth). Due to the crumple it is even possible to set up a Sudden Death combo as well (see below).

For further reference see the article: Sudden Death Combos (under construction)

After most of Goh’s throws and after all of his hit-throws you can sabaki a mid rising-kick if they turn out to be high, mid or side kicks (HK or SK) in this given situation (= if they are non-circular). It is even possible to visually verify that one is being launched towards you as you can (and have to) delay the sabaki for it to get triggered.

Note: Most of Akira’s rising attacks are half-circular. Thus, sabaking his rising kicks does not depend so much on how Akira lays on the ground. Versus all other characters, read on.

The opponent must lay Face Up, Head Towards You, a position that is always ideal for Okizeme purposes. The following moves and throws put the opponent into that position:

  • pplusg
  • bfpplusg
  • fbpplusg
  • fdpplusg
  • dfpplusg
  • 270°bpplusg
  • HCbpplusg
  • Back-Throw & Back Low-Throw
  • ffp (CH) bpplusg
  • ppluskplusgbdfppluskbp

With OM

Perform one Offensive Movement to the foe’s head then sabaki with bfk. Possible after the following moves:

  • HCfpplusg
  • bdfpplusg
  • Side Throws

Note: Foe lies Face Down, Feet Towards You here. OM to the foe’s feet.

  • All TSUKAMI throw combinations (except Tsukami bnbpplusg)

Note: After Tsukami bpplusg do a forward roll fppluskplusg then sabaki immediately if the opponent rises quickly.

  • ffkplusg (GUARD/HIT) bpplusg
  • ppluskplusgbdfppluskfp
  • dfkplusg (CH) fpplusg

Note: Foe lies Face Down, Feet Towards You here. OM to the foe’s feet.

Knee

vs. any Mid Rising-Kick

vs. any Low Rising-Kick

Basara connects after the Knee

Actually it is Goh’s Knee that holds the highest reward if you succeed. In fact, you can take any mid attack that has a damage greater than 20 to counter low or mid rising kicks. But it is only Goh’s Knee that is worth the risk. Doing Okizeme with the Knee is purely a question of timing requiring tons of practice. The damage outcome is stealing at least one half of your opponent’s life bar which isn’t too bad.

If you want the Knee to intercept the rising kick of your foe than you have to anticipate a rising kick. Launch the Knee as soon as you see the opponent moving on the ground. The Basara will connect after the Knee if done right away. Some follow-up options:

  • fk > fppluskp
  • fk > dfdfp > ff > bpplusk > dp > fpplusk (shoulder-ram)
  • fk > BASARA [Only connects if you intercept a rising attack with the Knee]

10 thoughts on “Tech Guide – Goh’s Basic Okizeme

  1. just a clarification… you mentioned evading to the background… does this mean always evade to your backside .. for example if your back is facing towards the screen… you evade with down and if your back is facing into the screen you evade with up?

  2. The Sudden Death combo article is still in the making. Sorry :/.

    Regarding the evading mentioned in the video: it’s a mistake that I did. I will upload a corrected version of the video. Actually it’s meant that you gotta evade to the foe’s back.

  3. question:
    vs. Low Rising-Kick from a distance

    vs. Non-Circular Mid Rising-Kick (SK, MK, HK) from a distance

    When ur a while rising Kick, u have different types SK MH HK, non circular circular… How do I do these different types.. are they character dependent? or does it depend on how they are lieing down, which causes them to kick differently depending on how they are lieing..

    How do u do each of these SK, MH, HK, circular, no circular K’s.. and how do u have to be lieing to activate these commands..

    Sorry for so many questions. Im new to this game, but im learning alot and getting much better quickly. In tekken i knew how to apply oki, but in VF.. its soo much more complicated, and i wanna be a threat once their on the ground

  4. The type of rising kick you are doing depends on how you lie on the ground, whether you delay your rising attack, and – to a lesser extent – which character you are using.

    For a complete list for Goh – and to get a general overview – see Goh’s command list on VFDC here (scroll down to the bottom for the rising kicks): http://virtuafighter.com/commands/index.php?ver=5c&chara=goh. You should really print out that list.

    A low throw (d+P+K+G and d/f+P+K+G) – if that’s what you mean – is only guaranteed after certain low-rising attacks (with -12 or more frames on block, usually they are -15 and delayed attacks).

  5. Non-Circular Mid Rising-Kick (SK, MK, HK) from a distance

    U said how people are lieing down and also its character specific what type of while rising kick it will generate for example: Non-Circular Mid Rising-Kick (SK, MK, HK )..

    Generally I found that non circular or linear kicks come out from a regular PG throw situation ( i dunno what to call that.. perpindicular face up feet up??..but so far that lieing position is the only one i know that makes the opponite kick linear )… “Do u know any other lieing positions that create a non circular kick to come out or specific attack or throws that put him in that lieing position?”… I know its character specific, but if u can give me some setups on how to make the guy lie down so he can do non circular attack each time they attack.

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