- Not to be confused with Reset, where an damage scaling is started over with a setup.
Air Resets are a mechanic in which an airborne character recovers from an attack with an invincible flip that lets them land on their feet instead of getting knocked down.
Description[]
Air Resets are the usual outcomes when a character is hit out of the the air. Some attacks such as the first hit of Ibuki's Agemen put the opponent in a Juggle state. By contrast, an air reset has the opponent lands on their feet after a flipout, an invincible recovery in which they can land safely.
Tactics[]
Under most circumstances, non-special move Anti-Airs cause air resets instead of knockdowns. While this is considerably less punishing than the okizeme offered by a standard anti-air's knockdown, it can be used to surprise opponents with a sudden reset. In particular, a cross-under, a cross-up performed via dashing under an air-reset opponent can turn an anti-air into a devastating mixup.
Most Anti Airs that are normal inputs or some Unique Attacks cause air resets. An example is Rose's crouching hard punch, which is a normal attack that causes an air reset when hit. Players that use footsies are recommended to learn the distance their anti airs provide on hit to keep the distance they want their opponent to be.
Some players may purposely attempt to get hit in the air for an air reset. Attacks of higher button presses usually have higher recovery, allowing an Air Reset to give the defender the advantage while their opponent is unable to retaliate.
Rules[]
Street Fighter IV[]
Most attacks cause air resets. Reversals such as EX Kazekiri put opponents in juggle states that can be combo'ed off of if the player FADC's. Some attacks and Unique Attacks cause the juggle state. Other attacks can cause opponents to go into a juggled state such as Ibuki's close hard kick.
Street Fighter X Tekken[]
Most Unique Attacks cause Juggles rather than air resets. Most normals cause Air Resets. Most of the time Juggled states can not be air reset with attacks such as the second hit of Ibuki's Agemen as it can in the main games. Normal Attacks that Counter Hit cause Juggles rather than Air Resets.
Street Fighter V[]
SFV follows mostly the same rules as IV. Crush Counters cause juggle states if hitting aerial opponents. Some Crush Counters such as Ibuki's Forward Hard Kick put the opponent in a juggle state despite their prior standing.
Street Fighter 6[]
If an attack hits an opponent during an airborne attack such as Ken's Dragonlash Kick, they get launched into a Forced Knockdown state, rather than an Air Reset. Forced Knockdowns allow for juggles into Special Moves, making certain aerial options risky if done carelessly.