yeah afaik b.mp does good block/hit stun, dont rush the stomp input…
Cr.lk, cr.lp, Cr.HP xx LK slash xx FADC, TC2 xx HP srk does more without the st.jab after FADC
341 with no st.jab, 329 with st.jab
A bit late, but after playing Oni for a (short) while, I have different matchups where I prefer U1 or U2.
U2 is awesome for damage, and getting that full animation out. It’s harder to combo into, but worth it. Also good for counterattacks.
U1 though has 2 things that I find going for it. One is that it can shoot both forward and above, where the above helps me deal with stuff like dive kicks, particularly in the corner. U2 has failed me a lot here where U1 has worked well. It’s not guaranteed, but after a while you’ll be able to tell which dive kicks you can hit, which you should just block, which will trade (I think I can follow up on this, but I’m not sure yet).
Another one is the safe-ish chip damage. Enemy whiffs a move from a certain normally non-punishable distance, just U1. They’ll get hit, or if they recover in time but not fast enough for jumping, they’ll be chipped and you’ll be safe.
However in combos, probably U2 is better just for the damage. U1 is way easier to hit, and sometimes preferable (anti-air LP SRK or jumping Tatsu) but besides that, what you get out of U2 is better.
i thought it was discovered before that unless its a full, clean hit ultra, comboing into U1(esp the KKK version) is more damaging than comboing into U2.
Am i readin you right, or youre really suggesting random ultra? lol
yea I’ve had u2 auto correct.
More like “That was predictable, ULTRA”
I forgot one more situation where U1 > > U2, and that’s if someone randomly FAs to try and stuff a poke. See FA animation, Ultra 1, free damage.
I’ve been experimenting to find safe crouch poke strings / combos, and I was pleasantly surprised to find out that :d::lp:x3 -> :hk: is a good one - 147 damage, easy to execute. There are harder ones - :d::lp: -> :d::mp: -> :hk: for 173, :d::lp:x2 -> :mk: xx hado for 124, etc.
Just recently learned that anti air LP shoryuken, if it hits only once* can combo into: HK Tatsu, F+HK, EX-Hadoken, Ultra 1, Ultra 2…
I dont get why u say that u1 is way easier to hit than u2. Do i miss sth?
U2 combos off of crossup tatsu. But it must hit close and you must be fast with the U2. It’s only around 270 damage total, but it can win the round if they are close to getting K.O.'d.
for extra damage if you are FADCing out of Oni’s SRK you can do the upwards U1 fireball for more damage
I’ve come to the conclusion that we (and when I say ‘we’ I really mean ‘I’) need to stop combo-ing into SRK and combo MORE into LK Slash/MK Stomp/HK Tatsu. The same way when we (as in me) started combo-ing into sweep from LK Tatsu more than HP SRK with Akuma. It’s already a chore trying to get in with Oni. SRK just makes it that much harder even on hit (unless in the corner). With MK Stomp you get a UTKD. LK Slash gives you positioning (or whatever u choose to call it) and with HK Tatsu you get good stun and positioning. If you’re counting your stun and an SRK will stun your opponent, I’d say go for it then. Otherwise, I’m going to try only using SRKs for AA purposes instead of combo purposes and see how that works out.
Just sharing thoughts…
I tested c.lp/c.lk, c.lp, TC2 on the entire cast standing and c.lp/c.lk, c.lp, b+mp on the entire cast crouching. Here’s what I found.
C.lp/c.lk, c.lp, TC2 whiffs on standing E. Honda after a crossup j.mk. However Honda doesn’t seem to cause any problems with the c.lp/c.lk, c.lp, c.hp BNB starter so I’m defaulting to that vs. him.
C.lp/c.lk, c.lp, b+mp whiffs on a crouching Vega (Claw) after crossup j.mk. I also tested out c.lp, TC1 xx lk.slash and even that doesn’t connect on him 100%. I’ve settled on c.lp, c.hp as a BNB starter vs. him after a crossup j.mk.
Oh and I totally agree with you McCoy. I’ve also stopped comboing into SRK in favor of stomp/tatsu.
I made a discovery.
+:mp:+:hp: xx :f: == TC2. Might help with execution?
what kind of discovery is that?
cancelling into a forward?
just hit back and mp and hp together, then press forward, and out comes the second hit like magic.
lol thats funky if its true, not sure how practical it is though, the TC2 is already easy as it is…
I was thinking it would make tc2 -> tatsu combos easier to execute, maybe?
how will it make it easier that you end the tc2 with a forward input?
Mess around with it and see if it makes any combo easier to execute. Tatsu would be easier from a :f: starting position, as opposed to , doncha think?