When I said “Let’s move on.”, I hope I didn’t come off as condescending. It wasn’t my attention. I just know how some people on this forum (not you) like to harp on things that they don’t use or don’t think is ‘good enough’. That’s all I meant. For me, just like the first line in the above post, I just want to share what I’ve been doing. So yeah, sorry if it sounded like I was being a douche or some pretentious forum monster.
No way. I actually found your information very informative. I respect your intention and agree with it. Lingering on a single thing prevents the learning of many.
You can safe jump Oni’s DP from C.:hk:. In order to do it, you must hit with any part of the glowing part of his foot, then jump in with J.:hp:. Apologies if this has been posted somewhere already.
I don’t understand are you talking about option select dp?
Either way I think my bnb has changed. If I have under two bars I’m going to practice cr.lp/lk > cr.lp > b+mp xx whatever. The problems I’m having with cr.hp is that on block there is too big of a hole to get throws and random non-sense in and cr.hp doesn’t have the range that b+mp does. The only thing that is nice about cr.hp is the damage and it forces stand which is awesome for fadc combos.
Anyone think I’m crazy?
Why does 3k fireball ultra do more damage than 3p fireball ultra?
because life is like that sometimes.
3p full lock-on animation hit does more damage than 3k version, but a non-full hit 3p U1 does slightly less damage than the 3k version(no lock-on version)…
Probably to balance the fact that 3p can be comboed from more moves than 3k.
Geez, Capcom worrying about ultra dmg and not the characters actual tools.
forward throw in corner > backdash whiff cr.strong hold upforward. ambiguous safe jump. mix up between jump rh and forward. ive had trouble timing it against some whack shit like ex upkicks and really good DPs but its tough to tell cause ive had shoto dps whiff and jump rh cross them up etc. if it isnt a safe jump its probably about the best you can get off a forward throw in the corner. maybe b.strong will work better, i havent really tested it.
you can os f.rh to catch backdashes and send them across the screen.
i use cr.jab x2 cr.fp lk slash as my bnb.
so from the Japanese Oni combo video posted on the front page:
close mk xx hp hado FADC c.hp xx hk tatsu 284/450 2bars
c.lk, c.lp, c.hp xx lk slash FADC c.hp xx lk pound 320/560 2bars
c.lk, c.lp, c.lp, c.hp xx lk slash FADC c.hp xx mk pound 285/530 2 bars
c.lk, c.lp, c.hp xx lk slash FADC c.mp, b.mp, s.hp xx lk pound 338/559 2 bars
c.lk, c.lp, c.hp xx lk slash FADC c.hp xx hk tatsu 335/585 2bars
c.lk, c.lp, c.hp xx lk slash FADC c.mp, b.mp, s.hp xx hk tatsu 347/574 2bars
c.lk, c.lp, c.hp xx lk slash FADC c.hp xx ex tatsu, mk tatsu 387/645 3bars corner
c.lk, c.lp, c.hp xx lk slash FADC c.hp xx ex tatsu, hk tatsu 367/625 3bars
c.lk, c.lp, c.hp xx lk slash FADC c.hp xx ex tatsu, U1 445/585 3bars
c.lk, c.lp, c.hp xx lk slash FADC c.hp xx ex tatsu, U2 419/585 3bars
c.lk, c.lp, c.hp xx lk slash FADC c.hp xx hk tatsu, U2 407/585 2bars
FA2, lk slash, U2 551/320 crunple+ultra
FA2, lk tatsu, mp shoryu 273/410 crumple
FA2, lk slash, mp shoryu 281/410 crumple
hp xx ex hado FA crumple ex elechadou, U1 478/555 4bars+ultra
ex slash, hk tatsu, U1 354/200 corner+ultra
ex slash, hk tatsu, U2 322/200 corner+ultra
c.lk, c.lp, c.lp, s.mk xx mk tatsu FA U2 278/295 2bars+ultra
c.lk, c.lp, c.hp xx lk slash FADC c.mp, b.mp, s.hp FA U2 384/559 4bars+ultra
s.hp xx ex hadou FADC U2 568/300 3bars+ultra
j.hp, s.hp xx ex hadou FADC U2 605/420 jumpin+3bars+ultra
CH f.mk TC1 xx lk slash 250/360 CH
CH f.mk xx hp shoryu 248/325 CH
CH c.mp xx lk slash 195/275 CH
CH c.hp xx ex elechadou 262/500 CH+1bar
I think going with c.lk/c.lp, c.lp, c.hp xx slash is his best bet for a bnb when applying pressure.
After a jump in mk, you can c.lk, c.lp and kara his s.hk into grab without moving and reach giving him good frame traps.
After c.lp:
c.hp in the normal string gives a 2 frame gap on block (beats those mashing on crouch tech, unfortunately you can’t land anything interesting off of it)
c.mk gives a 3 frame gap (on counterhit, this combos with lk slash)
unfortunately nothing combos into sweep, but sweep is good against those who are stand teching your kara grabs, plus you get a safe jump off of it. Also leaves a 6 frame gap if you really need it against very late techs.
I think this kara-throw/frame trap mixup is the best oni has, the crossup slashes are still gimmicky and will only work once or twice a set. After this, finding ambiguous crossups (like what gridman proposed), and safe jumps are important to make oni viable.
cr.hp? just cancel into slash, its safe on block and u can hitconfirm fadc into big combo.i think st.mp is much better for tech traps because its safe on block and u can bait people trying to get in between st.mp and the slash with a reversal
To time this better, right after the mk stomp, whiff a lp and hold up; j.mk on the way down is safe against 5fs (sagat, cammy, fei, etc). Loses to 4fs (Dan, Ken’s mp shoryu, etc)
I’m not sure if this is common knowledge or not, but here goes…
I’ve had problems with executing SRK FADC MK Ground Pound consistently. Im sure some of it is due to my sloppy execution. But I also suspect that Oni briefly crosses-up (under?) when you do a SRK FADC. After some testing in the lab, I’ve found an alternate input sequence that seems to work 99% of the time. Here it is:
:qcf::hp: FADC :hcb::mk:
Not only does this seem to work easily and consistently, but the bonus is even if something goes wrong you’ll get a MK Tatsu instead which will still juggle instead of a whiffed MK Slash.
Give it a whirl. See what you think…
It could also be the way you FADC. I find that :f::mp:+:mk::f: gives me a lot more time to perform the srk motion after the dash then if I were to :f::f:to dash out of the focus.
works like a charm, though i rarely had execution errors with this cancel. still good find.
Keyword here being interesting. Of course you can lk slash, something neat would be mk slash or hk stomp on ch.
This is really good information btw. I was able to get the timing for this down with a little practice.
What are Oni’s followups after an EX slash? Aside from f.HK, tatsu, shoryu, etc.
Ummm let’s see…ultra, b+mp xx another slash for mixup, lk.slam…