Stay Down: Ezio Okizeme Analysis

Jimbonator

[14] Master
It has been awhile since this SA seen some activity and hopefully this can educate everyone and get people interested in the character. This is by no means completely extensive, many knockdowns were analysed and the options given are recommended but by no means necessary. Ezio has outstanding oki and it is only fair to show everyone how good it really is. I have not gone into detail concerning moves that have attack throw animations on counter hit yet so please help me out here. If there is anything you want to add please say so!

Horizontals

6ABB
-2K will catch sleepers and provide a force block/psuedo tech trap on front, left, and right tech. Back tech is the only thing that can avoid the 2K.
-44B will provide a pseudo force block if the opponent chooses to back tech, front tech or even tech to your right. I say pseudo because the opponent can GI the swing right after the back tech. However, movement or attacks will get snuffed by this move.
-6K2 and 2A+B will snuff all roll attempts and supply a force block if the opponent techs to your right or front.

1A
- 2K is a combo so it will also catch all techs. 2K can be escaped if the 1A hit at long range via a back tech.
-66BB catches sleepers/roll attempts and tech traps front and back, side techs can avoid this.
-6K2 and 2A+B catch roll attempts and supply a force block to front and back techs. If the opponent waits and blocks, 6K2 on hit will leave them backturned.
-44B is a force block for front and back techs and catches roll attempts. Side techs will avoid this and leave you at -23.

1A Counter Hit
-Back teching renders this oki situation pretty unfavorable.
-At close range, 44B is a force block if they choose to side tech.

4AB
- 2B+K is a force block if the opponent techs left, right, or back. Front tech can step in time if they step to your left. 2B+K will also catch front and back rolls.

4AB2*8
- If you opt for 4AB2B, the low crossbow is a force block if the opponent chooses to tech back or front. You will be left very open if you whiff the low shot. This low crossbow does NOT kill any rolls.
- Roll into WR A will snuff all movement and attacks if the opponent chooses to tech. This only works on close and mid-ish range, any farther and you will whiff. Whiffing over their head doesn't leave you at terrible frames though (-20) give or take. WR A also does not work against rollers and sleepers.
- Roll into 44B will hit the opponent if they choose to roll to your left, 66B works for this purpose also. This only works when the 4AB hits from close range.

Verticals

6B Counter Hit
-44B will supply a force block to front and side techs and catch all roll attempts. Waiting and reacting to the swing is something the opponent to do if they must block it. Back tech negates this oki.
-2B+K will supply a force block all tech except to your left and catch all rolls unless they roll to your right. Remember, whiffing this puts you in "kill me" town.

3B
-2K is a natural combo for 32 damage here, this will never fail.
-66BB will catch sleepers, roll attempts, and tech trap back, front and techs to your left. Right techs avoid this and leave you at -18.
-4K will catch all techs but not hit grounded however you are only at -5 if you whiff.
-2A+B will catch all roll and supply a force block for front and back techs, if you whiff you are at -12.
-9G will force you into back turned when they wake up for a mix up.

3B Counter Hit
-44B and 2B+K will supply a force block against all techs.

1B Counter Hit
-2K is a combo here for 20 damage. The only way this kick can be avoided is if 1B connected at tip range and the opponent techs to your right.
-44B will catch all rolls and supply a force block for front and back techs.
-66B will catch all rolls, sleepers, and tech trap for front and back tech. Side tech negates this and leaves you at -17.

4B Counter Hit
- 2K will supply as a force block on all tech and catch roll.

4B6 Counter Hit
-2B+K will supply as a force block on front and back tech.

WR BB
-44B will catch rolls front, back and to your right. It will also supply a force block for front and back techs.
-2A+B and 6K2 will catch all rolls. Nothing else.
-CE will tech trap front and back techs. If you whiff the CE due to a side tech you will be at -15. If the opponent sleeps you are at -22+

Jump B
-2K will kill all roll attempts, sleepers, and provide a force block for all techs but back.
-44B will always be a force block for all techs and kill all rolls. Sleepers can sleep and react though. Opponent can just guard on wake up if he opts for a front or back tech.
-2A+B/6K2 will kill all rolls and provide force blocks for every tech but back.

Kicks

1K (Despite having several combos already guaranteed, take a look at these other options)
-11/77B will kill all roll attempts and sleepers and supply a force block during a back tech. All other techs will avoid this. This has a tendency to whiff if the 1K connected at very close range.
-Delayed 1A will supply as a tech trap for all techs. A good visual cue to input the attack is when your opponent has starting falling back down for a split second.

Jump K (Despite me hating the shit out of this move, the oki is very interesting)
-2K, 2A+B, and 6K2 kill roll attempts and sleepers, all techs but front avoid this. The person cannot block 6K2 but will be forced into standing when hit by it, this can be either good or bad depending on the opposing character's crouch punishment.
-CE is a tech trap for front and back techs. This isn't too difficult to JUG if the person knows how to JG your CE.

Simultaneous Press

2A+B
-2K will kill roll attempts and sleepers, all techs but front avoid this.
-66A is a force block for all techs but back. If the person back techs you are at -23. If the person sleeps you are also around -23.
-CE tech traps on front and back tech. If you whiff and they side tech you are at -17. If they sleep you are at about -21.
-44B is a force block for all techs but to your right. It also kills rolls but not sleepers.

B+K (Very rare to hit this but fun nonetheless.)
-2B+K will catch front and back tech and also catch roll attempts and sleepers.
-44B will also catch all rolls and sleepers and front tech. This is very range dependent however.

6B+K
-2B+K will supply a force block for all techs except front. The opponent has enough time to step after a front tech. It also catches front and back roll.
-44B will supply a force block for front techs, this is VERY range dependent however.

2B+K
-You don't get shit.

4B+K
-2B+K is a force block for side techs and catches front and back roll. However, if the opponent techs front or back they can step to your left to avoid the bolt.

8-Way-Run

66AB
-See 4AB.

66AB2*8
-See 4AB2*8

22/88A
-2K kills sleepers and rolls and also combos unless the opponent techs back or to your right. This is range dependent.
-66A is a force block for all techs but to your right. This move has crappy oki if the opponent techs.
-44B catches roll attempts and supplies a force block for back and front tech.

22/88AA
-44B is a force block for all techs but back. It catches all rolls except rolls to your right. This move also has shit oki.

66/33/99B
-2K is a natural combo here for 36 damage.
-44B catches all rolls and supplies a force block for front and back tech.
-3A catches all tech. However, the opponent may be able to block if they tech to your right. If you whiff you are at -12.
-Run up and throw will intercept all techs.
-9G puts you into back turn for your stupid cross up.

66/33/99BB
-44B is a force block for all tech and catches all roll but rolls to your right.
-6K2 will catch all rolls and supply force blocks to all tech but back.

22/88B Counter Hit
-44B appears to be a force block for all tech.

11/77B at Neutral
-44B is a force block for all tech and catches all roll but rolls to your right, this is familar sentence isn't it?
-2A+B and 6K2 will catch all rolls and supply a force block to all tech except for back tech.

44B
-Another 44B is a force block for all tech and catches all roll but rolls to your right, this is familar sentence isn't it?
-2A+B and 6K2 will catch all rolls and supply a force block to all tech except for back tech.

66/33/99K
-66B and 44B will kill all rolls, sleepers, and supply a force block to all tech. Sometimes the 66B will whiff if the 66K connected at tip range and the opponent teched back.
-2B+K will kill forward, back and rolls to your right, not left. It will supply a force block against all techs except to your left.

22/88K
-If you hit at very close range, 66B will combo for 48 damage.
-2B+K will supply a force block for back and front techs, it will also catch back and front roll.
-44B will catch sleepers and rollers and only provide a force block from a front tech.

44K (Again, many established combos but look at this mess)
-11/77B catches rollers and sleepers and looks jank as hell. From that hit you can combo BT 2K for additional damage. This is inconsistent at best :)

RUN K
-Typical followup is a 2K for 38 damage, this is inescapable.
-66B will also combo from this on characters size 3 and up, any smaller and things start to get inconsistent. This does 44 damage.
-44B will catch all roll as you cannot tech here.
-6K2 on hit will force the opponent in backturned. This is a smart move depending on the opponents back turned B+K speed. Mix this up with 2A+B.

Edge Attacks

BB Brave Edge
-The classic followup is a BT 2K as only back tech can avoid this.
-G ~ 44B is a force block for side and front tech and will catch all roll. Back tech into back step beats this.
-If the opponent is pressured and back techs, opt for running up and grabbing or another BB brave edge. YOLO CE can interrupt these.
-G ~ 2B+K will supply a force block for back tech and teching to your right. The other two can avoid it. This will also kill front and back roll.

6B Brave Edge
-You don't get shit here either. This is not an attack to showcase Ezio's oki.

66BB Brave Edge
-2B+K supplies a force block for back and front tech, also kills those rolls.
-Again, this is a whiff punisher meant for damage, not so much oki.

Critical Edge
-Nothing.

Throws

A+G
-44B is a force block for all tech and catches all roll but rolls toyour right, this is GETTING OLD RIGHT?
-6K2/2A+B will catch all rolls but only supply a force block to a front tech.

B+G
-44B catches all rolls but only supplies a force block to front and back techs.
-66A is a force block to all techs.
-2K will catch all rolls and supply a force block against front and techs to your left.
-9G will put you into back turned if the opponent rolls.
-6K2 is just like 44B here.
-CE will supply a tech trap for back and front tech.
-Forward dash into another throw will intercept all techs.

Left Side Throw
-They cannot tech after this throw.
-6K2 catches front, back and rolls to your right.
-2K catches all roll.

Right Side Throw
-BT 2K will catch all rolls except for back roll.
-BT B is a force block for side and front techs.

Back Throw
-They cannot tech after this throw.
-44B catches all rolls.
-6K2 catches all rolls except for back.
 
Last I checked Ezio was the only character on my stats screen with a 0 next to times played... Nice to know there's a reason for that I suppose. ^^ =b
 
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