The highest damaging combo I’ve gotten was: TC2, lk slash, FADC, TC2, HP srk, FADC, U1
Came to be about 550.
Though looking through this thread a more ex friendly combo in the corner might be: TC2, lk slash, FADC, TC2, EX Tatsu, U1
The highest damaging combo I’ve gotten was: TC2, lk slash, FADC, TC2, HP srk, FADC, U1
Came to be about 550.
Though looking through this thread a more ex friendly combo in the corner might be: TC2, lk slash, FADC, TC2, EX Tatsu, U1
-Medium Demon Palm (dp+kicks) has juggle properties, you can do SRK > fadc > medium demon palm, this won’t work with the light version hence the higher damage.
-Medium Tatsu has juggle properties, try Ex slash > medium tatsu (2 hits), or SRK > fadc > mk tasu (1 hit), EX tatsu in corner > MK Tatsu (2 hits)
-Medium Slash has some projectile invincibility as you mentioned.
As far as combos go, I don’t really like his TC’s very much I only really use the B.mp > HP xx H.Tatsu/DP for punishes, I’ve found that for fadc combos and whatnot the scaling makes it worse than just doing cr.hp instead (cr.hp also hits crouching and forces stand unlike the TC’s)
The main string I use is cr.lk > cr.lp > cr.hp xx whatever (usually hado/slash on block or tatsu on hit) if you are farther away than just cr.lp > cr.hp.
I noted that cr.lp > cr.lp > cr.lp xx HK tatsu does more damage than cr.lp > cr.lp > cr.mp xx HK tatsu due to tatsu only getting 2 hits when canceled from a far cr.mp instead of the normal 3, so if you do this combo a lot (like me) than don’t do the cr.mp. You can sub in a B+MP and get all the hits + more damage.
I find that HK tatsu ender is better for oki than DP and does the same damage, and won’t whiff if you are really far away from your opponent. I’m usually using a jump short right after HK tatsu, if the oppenent techs the KD, you get a nice ambiguous jump in that stuffs most moves clean. If they don’t tech the KD you still have time for Palm shenanigans on their wakeup or whatever you want to do.
I’ve also been experimenting with some counter hit setups, I haven’t tested in a match but I know ch st.hp or ch cr.hp xx ex electric fireball > mk tatsu (or ultra, character specific midscreen, but should hit everyone in corner) nets some insane stun, like 540 I think. It’s not to hard to setup the cr.hp since thats already a frametrap after a cr.jab.
It’s been fun so far with oni, but for the love of god people need to stop using DP after ex slash/ex tatsu in corner, Mk Tatsu does way more damage, F+HK does more damage and kicks them a fullscreen away if you want to zone, and Demon Palm gives you more damage + untechable KD. Just a FYI
Corbear I love all your information but it’s not all right. You CAN land a light demon palm after an ex slash, the timing is a little stricter is all, does the most damage. Not sure if it does more than mk tatsu but it does more than mk palm.
Yep, I land LK ground pound after EX Slash all the time
I always go for the lk version. Damage is awesome, plus its an untech kd no? either way damage = win! only problem comes in that sometimes I end up with a lk.slash -.-
All ground pounds are untechable knockdown, yes.
I edited my main post to clarify, you are right you can do light palm after slash. I didn’t know I changed my wording in the post. What I was getting at is that you can’t do light palm after a DP > FADC where you can do a medium so to me it must have some extra juggling ability in situations where only ultras would normally hit. The only instance where I found this was after fadc’d dp. Sorry if that doesn’t make sense but that’s the best way I can describe it.
I checked the numbers and light palm is easily the best followup after ex slash (210 damage) with the untechable knockdown, so if you think you can land the light palm definitely do it. However the MK Tatsu is also 210 damage if you get both hits and it’s a lot more forgiving on range and timing so if you feel unsure about palm (or you are late on confirming) you can still get a nice followup with that.
Also MK tatsu is from what I’ve found usually a safe bet in any juggle situation.
Speaking of Tatsu’s I noticed you can land a HK tatsu juggle after a crossup air Tatsu so that might be nice to add to post KD mixup, you just have to make sure the crossup Tatsu is deep. If you do a noncrossup air tatsu you can juggle with MK/Hk tatsu easily.
alright so here are my current Oni combos:
BNB- cr:lk:: cr:lp: cr:hp xx H Tatsu
If Blocked- cr:lk: cr:lp: cr:lp: cr:mp: xx Fireball
or- cr:lk: cr:lp: :mp: xx L Slash Throw
if Stunned- j:hp: :mp: cr:hp: xx L Slash FADC
:mp:
:mp: :hp: xx H SRK
if Crumpled- :mp:
:mp: :hp: xx L Slash Throw or FADC
:mp:
:mp: :hp: xx H SRK if meter is available
Cross Up- j:mk: cr:lk: cr:lp: :mp: xx L Slash or Fireball
Reset- cr:lk: cr:lp: cr:hp: xx EX Slash :mp: xx EX Slash Ultra
All of these combos will work on crouching opps, and even though is not nessecary for Stunned opps im still making a habit of doing combos that force stand.
but I would like to have more techniques to keep pressure on during wake-up, because even though Oni’s moves do so much stun I rarely dizzy my opps.
s.HP xx EX Hadou, c.LP, TC2 xx HP Shoryuken works in the corner (sorry if old).
if there in the corner and standing
True, unless you can start with c.HP. It seemed good as an alternative to LK Slash FADC combos since it’s as damaging for less meter. Probably best after a crumple or something.
if they’re not standing you can just do TC1, & for Mr Nannie, jHP-sHP combos do more damage than jHP-TC2, so if they’re stunned there’s no reason not to go for the jHP-sHP
Id just like to know how poeple get slash in combos i for the life of me cant get it to come out in a combo i have been trying for ages!!
Right on I suppose it depends on the number of hits in the combo that caused stun. I was practicing and got more damage off the combo I did but I probably caused stun with 1 hit and not a combo.
Your probably right though simple cr:hp: or st:hp: combos would probably be better, but I just love linking :mp:'s
You should either be canceling your slash from an attack like cr:hp: maybe cr:mp: if your trying to do a cross up reset or your canceling slash from a move like :mp: or st:hp: and with either.
So which ever attack your cancelling from just hold or :db: when you press your attack button and roll into the motion.
IMO its easiest to follow through with the motion all the way to :uf:, but hit the attack button for your Slash as you cross over :f:. You know the whole follow through speech form pee wee sports, still works here.
The SF4 input leniency will allow you to start the motion with :db: but you must follow through to forward. Double check your inputs in the training room, and when you miss it see if you came up short on reaching :f:
,:db:+:hp:,:d:,:df:,:f:+:lk:,:f:,:mp:+:mk:+:f:, then use your own ender… For the record, I have never once been able to land it in a real match. I dunno how you guys are finding all the fools for opponents who will let you land it.
well it shouldn’t be a big problem. All you need is a punishment situation to hit TC2/Fierce or a Jab or crShort during footsies, weither it hits or is blocked doesnt matter you can still cancel into Slash. Land your cr:lk: or cr:lp: and hit confirm into either
:mp: or cr:hp: and cancel into either your L Slash or a cross-up Slash, situation depending.
It doesnt require a dopey opp, rather it requires you to come in contact with your opp.
Oni has very fast jabs and shorts, dont be afraid to poke with them up close, unless your opp is reversal crazy at the moment.
Get in there, SHAKTAZUKI!!!
what… is… that…
bro, you mashing? lol
One of the lessons I’ve learned is NEVER POKE WITH POINT BLANK :d::lk:. I almost universally eat… oh, let’s see, last night it was Ryu’s shoryu, Guile’s flash kick, Bison’s :d::lk:xx scissors… all of my opps are always reversal crazy all the time, it seems.
Bait them then, Who needs shorts when your opp is gonna huck them selves to the moon. When Tinkerbell lands do cr:hp: xx Slash or what ever you feel comfortable punishing with… just not throw
Everyone seems to mention U1 because of it’s comboability. But frankly doing an uppercut in place of the U1 in those combos yields sizeable damage, or a tatsu for stun. It is NOT hard to find a confirmed hit after a missed move, FA, or Stun from which you can unleash the full fury of U2.
Not only that but U2 will land full animation and damage even if they are airborne. They just have to be close enough. It is the ultimate anti-air. Someone jumps at me late-match and I’m guaranteed a win with U2 full animation. People who don’t know this try to jump when they see me do it close which also yields a full animation win.
Been playing Oni exclusively vs my friend who also plays Oni exclusively. I use U2 and he uses U1… and it seems to me the ONLY way he’s been able to even land U1 was after a crossup EX slash, which has become easier and easier to avoid. It is useful to throw U1 from the air, but that’s easily blocked or ran under. On the other hand I’ve landed U2 on him more times than I can count and simply use fireball, tatsu or uc after my EX slash.
Not only that but U2 is probably one of the coolest looking ultras in the game. Imo it’s better in every way. Thoughts?