"I shall grind beneath my heel, all that exists!" Oni Combos Thread

This. Heh. It’s an excellent stand-in for Akuma’s anti-air demon. I just switched to U2 exclusively 2 days ago and got exactly these results. I kind of wave bye-bye to their swiftly receding character, lean back, and enjoy the show…

Well, I’ll try; it’s usually that or they throw, and for whatever reason, I seem to lose to the throw almost all the time too. I wonder if it’s my timing.

Whenever someone lands from a missed uppercut or such, I always do JUST a TC2, f.srk… mostly because I’m not good at FADC yet but it’s solid, short, and massive in damage. Alternately if I think they are getting nicely stunned I’ll do a TC2, h.tatsu. Or of course, if I have a nice charge on my ultra… I use U2 for the win.

do you crouch tech during block strings? This is important but you can’t mash at it, and there are certain match ups where it can became a liability.
Another question id ask is how much time do you have in on SF4 and SF3, because after a long time, it will become kind of instinctual when to attempt/tech throws, at that point you just need to be aware of anomalies to these patterns such as kara throws.

Ok, sorry, the confusion is my fault. What I meant was when I attempt point-blank :d::lk: on wake, most of the time I get reversal’d. When I don’t get reversal’d, I get thrown. And I’ve had a lot of problems hitting Tinkerbell when I don’t get sprinkled by her fairy dust; it seems I have to TC2 just before they hit the ground, as opposed to right when they land, or I get thrown/SRK’d/whatever (is it just me, or is there no on-ground recovery time to those moves?).

By crouch tech, you mean :db::lk::lp:? I guess I should start doing that. I’ve only recently gotten serious about improving my game. Since I got a good internet connection around the time AE landed, I’ve been putting in roughly 2 hours a day in matches and the lab.

I also have to note that with Oni, my win rate is around 33%. With Akuma, my win rate is around 50%. Oni’s harder.

There is recovery time, no one is safe a whiffed reversal. but some recover faster than others, you’ll just have to work on that.

yeah crouch techs are done with :db::lp::lk: but its important to know when to use them. Its a good Idea to use them during block strings, but I as i said you cant mash it, you will get counter hit, instead try to time it with the attacks of your opp. that way if they dont go for the throw you will simply block, but if they do throw you will tech or if they try to throw but dont react quick enuf you may land that elusive crShort then you can hit confirm into a Slash. And now we’ve come full curcle. Hakuna Mhatata

desk combos are transcribe on his you tube page

You appear to be falling victim to lag traps, the online version of frame traps. I find you need to start your punish slightly early in some cases due to latency, and if you’re having trouble with that, a lot of people will just be mashing in recovery anyway. Just wait for them to go right back skyward for a second chance at punishing their dumb ass.

On desk’s first combo in the vid can L.slash combo into u2 without fadc as it says above?? If it can bye bye U1

I think you ment M.slash unless after the crumple L.slash makes em airborn which i think it does so ignore me :stuck_out_tongue:

yeah i dont think its L slash in the first combo… someone can confirm this?

Im pretty sure it is L.slash since its a crumple before hand so it makes em airborn plus i dont think M.slash has good enough recovery to combo into u2 after not sure though havnt had chance to test it.

yeah its L slash… full transcript of the combos are provided under the comments section

or

full transcript

[details=Spoiler]Full Transcript

  1. (vs Boxer) j. HK, cr. MP, st. MK xx EX-Fireball xx FADC, Lv2 FA, L-slash, ultra 2

  2. (vs Guile) j. HK, cr. MP, st. MP, st. MK xx L-Fireball xx FADC, cr. MP, st. MP, st. MK xx H-Dragonpunch FADC, L-Groundpound

  3. (vs Rufus) Lv3 FA, EX-Slash, EX-Fireball, EX-Hurricane, Ultra 2

  4. (vs DeeJay) Charged L-fireball, j. L-dash xx j. H-Hurricane, EX-fireball, Ultra 2

  5. (vs Deejay) Lv.3 FA, L-Slash, EX-Dragonpunch xx FADC xx ultra 2

  6. (vs Boxer) Counter-Hit EX-Slash, j. L-dash xx j. EX-Hurricane land j. Ultra 1

  7. (vs Sagat) j. HK, j. M-dash

  8. (vs Claw) j. H-hurricane, j. M-dash

  9. (vs Claw) j. HK, cr. HP xx L-slash xx FADC, cr. MP, cr. HP xx L-slash xx FADC, cr. MP, cr. HP xx L-Hurricane -STUN- [M-dragonx3] Charged L-fireball, EX-Slash, fwd+HK

  10. (vs Abel) j. HK, cr. LP, st. MP, st. MP, (target Combo) st. MP-HP xx L-fireball xx FADC, cr. LP, st. MP, st. MP, (target Combo) st. MP-HP xx M-Hurricane xx FADC, Lv.2 FA, Ultra 1

  11. (Incredible Hulk!) CHarged L-fireball, st. MK xx EX-fireball, st. LP xx EX-fireball, st. LP xx EX-fireball, st. LP xx EX-fireball, st. LK xx H-Hurricane, Ultra 1 (kkk)

  12. (vs Boxer) j. HP, st. MP xx EX-fireball, st. LP, st. MP xx EX-fireball, st. LP, cr. MP xx EX-Hurricane, H-Hurricane, EX-Hurricane

  13. (vs Sim) j. HP, cr. HP xx L-Slash xx FADC, cr. HP xx L-Slash xx FADC, cr. HP xx L-Groundpound -STUN- [L-Dragonpunch, j. H-Hurricane, L-Dragonpunch] Lv3. FA, cr. LP, st. MP, cr. LP, st. MK xx EX-fireball, st. LP, st. HK [/details]

two questions:
What is everyone doing for their bnb? No fancy pants fadc shit I’m talking about the go-to combo. I’m practicing cr.lp > cr.fp xx lk.slash.

What are people using for their punish combos? I’m assuming TC2 xx f.srk is good enough? The only real issue I see here is that if for some reason your opponent is in a crouching state this will whiff.

I just go for the easy combo’s at the mo so i mainly use.

J.mk > cr.lk > cr.lp > st.lp > cr.mk xx hk tatsu

or

J.mk > cr.lk > cr.lp > st.lp xx hp.shoryu

Tho now i am starting to use slash’s more and trying to get used to his target combo’s.

These combos I can see whiffing alot on crouching blankas for e.g. The stun on the first combo and the dmg on the last one are nice tho.

The only thing I don’t like about putting lk in there is that it puts you out of range for cr.hp on crossover. I like to have a single combo that I use in any situation. It’s easier for mustle memory imo.

I assume you mean tc2 xx lk.slash xx fadc xx tc2 xx lk.stomp?

holy shit he already had them transcribed. I feel like an ass

If you’re going to land a j.mk, isn’t it a waste of potential to follow up with chained lights instead of meds/heavies?

After a jump in, I’m pretty sure c.lp, c.hp xx whatever special will deal more than c.lk, c.lp, s.lp, s.mp xx …

Just watching Poongko’s one clip with Oni should give one plenty of ideas when it comes to frame traps and offensive pressure too.

got a combo, don’t think it’s been mentioned yet:

b.mp,b.mp.b.mp,hp,h-tatsu for 320dmg and 372stun.

j.hp,b.mp,b.mp,b.mp,hp,h-tatsu for 388dmg and 521stun.

Spacing is difficult but timing is fairly easy.

Edit: seems character-specific. I know it works on Gouken, but it doesn’t seem to be possible on Akuma. I guess it only works on larger than average chars. Someone more skilled than I should test it.

It doesn’t put you out of range usually. I haven’t had that problem, unless it’s character specific.

If it turns out it does, you can just do c.lk > c.lp > c.mp xx tatsu, or fireball and fadc to other stuff. c.lk > c.lp gives you plenty of time to see if you’re out of range.

I find that after cross ups crLk crLp crHp the crHp will whiff sometimes so if I’m remembering I try to do crLk crLp bMp xx L Slash