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

Okay so j.mk -> cr.mp -> b.mp doesn’t work on a lot of characters as a crossup. I’m going to experiment with b.mp -> b.mp and s.lp -> b.lp I guess. I also think that the timing of the cr.mp matters. If you delay the cr.mp a bit the b.mp connects better. It’s because of the reel animations in the game. Trying to get max damage with an FADC combo without committing to s.hp xx slash on block and I’m assuming the opponent will be standing because of the whole jumping overhead thing.

crossup tatsu -> mk tatsu is a bit wonky, if you hit the opponent wrong you land too late. It’s hella juicy when it hits though. If you don’t want to do that I suggest going for crossup tatsu -> f.hk. On some characters (works on Ryu at least), you can land a b.mp.

I think any combo that you end with a hk tatsu is a safe jump if you hold up forwards after the tatsu and they quick stand.

On a counter hit EX Slash you can land an EX pound, wait and do the normal lk pound, EX/mp thunder ball, or dash up and kkk U1. KKK ultra seems consistent if you get the timing right and it’s easier than the PPP ultra as well as more damage and better oki.

Speaking of which dp fadc kkk ultra works but the timing is strict mid screen.

I think Oni can combo off CH lk slash but only if it hits from max range. I think it hits 1 frame meaty then. Disappointing.

Are the other slashes always punishable or does it depend on spacing? Is non-crossup EX Slash less punishable?

Does anyone actually use anti-air lk tatsu? Is it good enough to work? I know you get full ultra off it but I’m wondering if it’s a parlor trick.

Apparently you can always combo off CH slash and I’m just bad. +3 on hit as far as I can tell. Can link an uppercut or cr.lp -> whatever.

Now here’s some really juicy shit. After a backthrow or a lk stomp, walk forwards a bit. Then do a jump back tiger knee lp air dash and cancel into a mk tatsu. You’ll cross the opponent up and you can combo into a grounded mk tatsu. Or a b.mp xx hk/EX slash (reset). Or non-cinematic U2. Like 275 damage total (eh).

Pretty sure that mk tatsu has the least grounded recovery. At the very least, the opponent is pushed back the least by it. Yes, you can sometimes do crossup hk tatsu into grounded mk tatsu or whatever, but that seems less consistent.

So after investigating more, I’ve concluded that j.mk -> cr.mp -> s.mp xx slash fadc b.mp xx TC2 xx lk stomp is close to 100% consistent on standing opponents. There’s a 1 frame in there, but you can do j.mk -> b.mp -> b.mp xx TC2 xx slash fadc b.mp xx tc2 xx lk stomp instead. If you see your opponent is crouching, you can do cr.mp/b.mp -> cr.hp xx slash and continue the combo from there.

tl;dr if you do cr.mp -> s.mp vs standing opponents and cr.mp -> cr.hp on crouching opponents i think your combo will be 100% consistent.

After the slash FADC there are some characters that the TC2 will whiff on (Yun) if you do fadc cr.mp -> b.mp xx tc2. However, fadc into raw b.mp xx tc2 should only work. This problem only happens off a crossup also.

not sure if it’s been posted yet but I saw shinochan do this on one of his replays where he does cross up ex.slash > hk.tatsu xx U2 for about 350 damage. ex.slash > U2 does about 235 so it’s well worth the effort.
The timing can be a little strict so I’ll tell you how it works for me. After the ex.slash I time the hk.tatsu to come out when your oppents torso falls back down and is at roughly head level If you do it too early you run the risk of only getting one hit = no U2 too late = no U2. It’s the kind of thing that takes practice to get the timing down.
Sorry last edit. Doesn’t work on:
sim
gen (only oh ch ex.slash)

characters that were really hard to land this on were (to the point of rediculousness):
thawk
viper
yang
elf

Nice catch! I spent a few minutes trying it in training. Definitely a bit easy to screw up, but feels like with some practice you might be able to hit it fairly consistently. I’ll be curious to see how it goes for you. I’m still using U1 in most matches, mostly because I like its flexibility. But having the damage be about equal after landing EX Slash would make it much more appealing when I’m on the fence about which to use.

I was just messing around with this and I think it could be really good… My main issue though is getting the TK Air Dash. Do you (or anyone else) have any tips for getting the tiger knee air dash consistently?

  • I.C.E.

P.S. You post good stuff dude… Keep it up! :slight_smile:

I stil use u1 exclusively its better for combos.

The issue with tiger kneeing the lp.airdash is there is a hight restriction so you have tighter timing on it. I don’t use it nearly enough but one way to tk the airdash is to go from down to upback and back down lp.

Do the tk motion as fast as possible in order to jump as soon as possible. Then delay the lp until you get off the ground a bit. If you just mosey through the motion the buffer will be lost. The trick is that you have to do the exact opposite with the jab input, you have to delay the jab.

I pretty much do too. At first, it was just for the combos. But lately I’ve been getting some ok mileage out of the upward ultra. If you’re on point it can stop a lot of sloppy cross-up attempts. Still, I keep seeing a lot of top players using U2 so I’ve been trying to stay open to switching to it in some matches. So far, the only match where I choose it for sure is T.Hawk. It’s really nice being able to raw ultra his empty dive attempts.

On a different note, slightly related to to the tk air dash talk, have you guys been using instant air demon much? I’ve been trying to work this into my game more lately. I mostly try it vs jumps that are a little too early and too far away (fwd+HP/HK AA distance). It seems pretty good. However, I seem to screw it up a lot. Even in training mode I have a hard time getting it to come out reliably. The way I do it is:

st.:lp:x2 :uf:+:lk:+:hp:

I know I probably can’t do it too low. But sometimes it seems like it’ll work really late in the air. Other times, even when I do it at mid height it doesn’t come out. I’m not sure what I’m doing wrong.

Thanks for the reply peeps… I’ll try that out.

  • I.C.E.

U2 is the best Ultra for Oni hands down because U1 is a fail source.

BnB / Combos, the ones I use is

1, Non counter hit, Ex slash , Hk Tatsu, U2 10hits if you are accurate but if you are a bit late you will get 9hits, if you are even later cool you just get punishment and wasted your Ultra. I can do it 90% of the time so can you guys. Here’s the deal many of you guys did not know what to do if you score a counter hit on slash, for me I do forward dash once and then follow up with HK Tatsu that will be the delayed timing to get 2hits from HK Tatsu into U2.

2, Ground punish hit comfirm strings cr.lk, (cr.lk os), cr.lp, cr.mk/stmp + fireball / lk slash “cr.lp to cr.mk or st.Mp is a 1framelink”. St.lp gives a +7 but wouldn’t hit crouching which I don’t really recommend.

3, Crossover combos, cr.lpx2 into anything you want, if you use Lk cross-ups if not you can use cr.lk~cr.lp, there is a space/gap which your opponent can dp after blocking Mk and depending on the height that you press you Mk.
Cr.lpx2 , cr.hp, lk slash whiffs on certain characters and sometimes the angle of your cross. Personally, What I prefer is back+mp/tc2 works on all characters just have to confirm whether they are crouching or standing for the extra hit.

4, Punish combos , st.Hp, lk slash, fadc, cr.Mp, b+Mp (standing opponent TC2), Hk tatsu or Ex Srk

5, Punish combos 2 , st Mp or TC1, lk slash, fadc, cr.Mp, cr.Hp, Hk tatsu or Ex Srk.

6, Frame trap/counter hit combos cr.Lk, cr.Lp, cr.Hp (counter hit because they mash tech throw), Ex Electric fireball , Mk Tatsu or ( Mk ground pound / U2 in the corner )

7, Air punish, Lk Tatsu, Mp.srk , Fadc , Mk ground pound or U2 (full animation since you land it while they are in the air).

8, Block string cr.lk x2or x3, st lk fireball or f+mk depending on size, the reason you want to do this is because you do not want any DP mashing or backdashing in between your strings (true block strings) although st.Lk into fireball might need to loosen up the space but it is all instinct to me.

9, Full animation U2 + 2meter, cr Mp, cr Mk, fireball (any version , I use lp tho) , fadc , U2. There are many variation to this fireball combo I leave this to your imagination. The key to this is distance.

10, Finally my favorite 940stun combo if you land a jump in with a full meter, Jump in Hp, st Hp, lk slash, fadc, cr Hp, lk slash, fadc, cr Mp, cr Hp, Hk Tatsu or reset with Hk slash for a 100% stun. forgotten about the damage should be around 450~500+ damage.

Enjoy~

U1 is -3 on block and is invincible through startup. I’m just gonna put that idea out there.

Also DP FADC ultra is still good for Oni even if you can’t FADC on block. Because if you’re doing a reversal DP, you shouldn’t be doing it anyway if you think they’re going to block. DP FADC up fireball U1 puts you in great position for oki as well as doing more damage.

You lose EX tatsu -> ultra basically when you use U2. This is a powerful mixup with Oni’s kara throw in the corner.

I didn’t know you could EX slash -> hk tatsu -> ultra. Interesting.

cr.mk xx lk slash doesn’t combo. Only b.mp, s.mp, cr.hp, and s.hp combo into lk slash off CH. cr.lp does not combo to s.hp without CH. In fact cr.mk really shouldn’t be used in combos at all as far as I can tell, s.mp or b.mp should always be a better option.

Damage scaling on the jabs makes a followup fadc combo pointless however. You can probably use s.lp instead of cr.lp because they’ll be standing anyway because of the whole jumping thing. Better advantage on block, won’t whiff on block even if they crouch. Only way that could backfire is if they block the crossup and get hit by a followup jab or cr.lk.

Comboing into EX SRK is really a waste of meter off an FADC combo. The damage is negligible. At that point you REALLY should combo into a lk slash for frame advantage, a hk tatsu for corner carry, or a lk stomp for hard knockdown. Off an FADC or a hit-confirm into b.mp/TC2 lk stomp is very consistent in combos.

Interesting, didn’t know about that juggle either.

Do you actually ever land AA lk tatsu? I don’t go for it, I just DP or cr.hp. Does it have good priority? At what spacing?

Why not do b.mp/s.mp in a blockstring like that if you’re going to fireball?

I believe EX fireball fadc combos or mk tatsu xx FA2 does better damage for combos into U2 than spacing-specific fireball fadc combos.

Yeah that’s a hilarious reset. Doesn’t target combo do better damage than cr.mp -> cr.hp? If you already did one cr.hp in the combo then there’s no need to do another right?

Also s.hp forces stand too. I think that if you’re going to do 2 fadc’s then slash fadc cr.hp slash fadc is the max damage, but when ending it you should use the target combo.

What do you use for DP? Mp version am I right (4frame Invi)? because HP version will not go into shinshoryu, that means it is gonna be very deep or late to connect for a FADC to U1 which is usually hard to AA. Characters that has an attack hitbox that points downwards like for eg , Vega’s jHp, Sakura’s jHk, Akuma/E-Gouken’s dive kicks, most of the time it will result in a trade that makes you consider using HP Dp (8frame Invi) because of confirmed reversal. Now lets say you score a FADC combo into U1 even in rare occasions, meanwhile your Inputs commands must be either late and fast or you will be doing this (qcb~qcf +PPP) because after you fadc you’ll actually overdash to the other side and it screws up your execution that will result in a unintended EX SRK.
Now if you look at the normal DP without this Ultra into just ground pound it will do 220~240damage while the U1 ends with around 360? does this alone justifies it is as usefully as U2? :).
Okay I’ll state when u can actually pull off U2 not only on the EX slash alone , in terms of pure AA U2 win, in terms of Ex slash combo more or less the same, in terms of FA lvl 1 counter / lvl2 crumple U2 wins because you can dash forward again after you backdash not knowing whether will you get a crumple or not while still gets full animation of U2, while with U1 you could not even land it after a backdash because for some reason Oni pushes the opponent too far when he does U1 not to mention the lk Tatsu to punish whiff DPs or Option select into to catch backdash for a full animation U2. Now tell me which Ultra is better?.

[COLOR=#0000ff]Can be compensated as well and you gain lp Srk into U2 (strict timing) and Hk tatsu on certain characters like Balrog the damage is around the same. I haven’t been in the mood yet to test on all characters. While this alone to end combo with Ex tatsu in the corner just for the extra 100 damage can be neglected and end with a mk tatsu that scores decent damage.[/COLOR]

[COLOR=#0000ff]I have yet to post all that I know that will surely be interesting and fresh to most people. I’ve already discover OS against Akuma’s teleport with HK tatsu into U2 just need more practice and muscle memory now. Talk about bad match-ups -_-[/COLOR]

[COLOR=#0000ff]Sorry, there are some unclear combos I’ve wrote here, yes cr.mp and cr.mk couldn’t combo into slash, so just end with a fireball and if you want to use slash change to st mp because back mp will whiff on certain character or non meaty spacing. Just have to practice harder on your 1frame plinks. I’ve corrected the HP part it is suppose to be Mp* :)*[/COLOR]

[COLOR=#0000ff]It is still a solid 350+ damage on a jab/hit confirm from a simple block strings. Nope, most people will be crouching after a block cross up or blocked FA lvl2 forward dash. it will not whiff on the first hit because of Fuzzyguard if against already crouching opponents it will definitely whiff unless you are talking about bigger hitbox opponents like Abel,Rufus,Sagat etc. Like I’ve said st.lp is easier because its +7 while cr.lp is+6, so its just preference but I tend to give myself a challenge on doing consistent 1framelinks most of the time.[/COLOR]

[COLOR=#0000ff]It depends though EX srk gives me the slight damage to finish off my opponent depending how long are my combos after scaling, usually I just end with HK tatsu, Ending with Lk ground pound is only good for one thing which is setting up for another wake-up game, but all my opponents are now familiar with Oni’s Wake up game and most likely punish me after blocking because slash is easy to detect and ground pound other than the HK version is unsafe. Ending with Lk ground pound is bad because you are at a position that isn’t meaty and are too far to do a proper safe jump or crossover. If you move slightly back to do a cross up on your opponent, they’ll either dash forward while wake-up or just auto correct Dp you. If you choose not to do anything than it is pointless to do untechable kd. Ending with Hk tatsu puts you in a position to crossover the moment you land, however if they did not quickstand you will be still right beside them for Oni’s Okizeme.[/COLOR]

[COLOR=#0000ff]Yes, occasionally on punishment mostly on OS and predicted back dashes simply because U2 is 525 damage so + 110 for lk tatsu before scaling.[/COLOR]

[COLOR=#0000ff]Because to me blockstrings are what they meant to be not with holes/gaps if you do crlpx2 st mp, your opponents can time and DP your Mp or what ever Medium property attacks you link during blocks. You will need true chain block strings to push them away, yes you can bait em if you think they will DP during your block string but they can choose to back dash as well so its still a 50/50 while chain strings locks them down and hits them if they try to back dash (cr Lk chains) this is where you get hit confirm into little stuff like I’ve mentioned above so 3 light attacks are for this kind of situation ;)[/COLOR]

[COLOR=#0000ff]You do not need EX fireball to combo into U2 if you want the extra 50-60 damage be my guess but personally I’ll save the meter for a lk slash fadc combo most of the time.[/COLOR]

[COLOR=#0000ff]cr.mp -> cr.hp does more damage like 20-30 couldn’t remember and most Importantly Stun, remember this TC counts as 2hits as well. That is why you need it to get 940stun otherwise it could be 30-40 less stun but I couldn’t remember. All I remember is I go the highest stun and dmg because cr mp ~ cr hp isn’t hard to do when one plinks.[/COLOR]

[COLOR=#0000ff]Its not about the force stand it is about the damage and range picture this , Ken throws a fireball you’ve read it correctly but you are at a distance where you can only land a Jump in atk + sweep, Now! tell me at this range would you have thought of using st HP?(110-120dmg if I recall) and there isn’t any Issue on crouching opponents because you will be using cr HP (90 dmg) to force stand them anyway during fadc combos, well not like st Hp couldn’t force stand lol[/COLOR]

[COLOR=#000000]Enjoy~[/COLOR]

Something you guys might wanna know,

The Option Select I am using is:

  • On wake up, after an untechable knockdown is:
    “cr lk + cr lp” --> “cr lk + cr lp + cr hk” --> “cr lp” --> “st mp (1framelink)” --> “lk demon slash”

Catches Back Dashing on wake up with sweep. Can also be use for Blocked FA lvl2.

  • On block Focus Dash level 2:
    "cr lp --> st lk ~“buffer lk tatsu” --> “cr lp” --> “st mp (1framelink)” --> “lk demon slash”

Catches Back Dashing on wake up with tatsu, this depends on how you catch them sometimes if they are late or have a bad backdash you can connect to Mp or EX srk after the tatsu for some air juggle damage.

Other OS are the standard shoto’s safe jump OS.

I’m not too clear on your notation; can you … clarify it?

  • On opponents wake up, after an untechable knockdown is scored by either back throw or stomp:
    “cr lk + cr lp” --> “cr lk + cr lp + cr hk” --> “cr lp” --> “st mp (1framelink)” --> “lk demon slash”
    –Crouching short + Crouching jab >> Crouching short + Crouching jab + “Crouching Roundhouse (if the opponent dashes back Cr Rh will take place)” >> Crouching jab >> Standing strong (1frame link) >> Short Demon Slash. 5hit combo in total with a cr roundhouse to catch back dashers.

  • Opponent on block level 2 Focus Attack Dash forward.
    "cr lp --> st lk ~“buffer lk tatsu” --> “cr lp” --> “st mp (1framelink)” --> “lk demon slash”
    – Crouching jab ( buffer qcb, tatsu motion with a slight delay and press the short button), if the jab is blocked Standing Short will take place but if the opponent back dash after blocking your lvl2Focus Attack, Tatsu will take place and end the combo with Crouching jab >> Standing strong >> Short Demon Slash if you connect. 5hit in total with a short Tatsu to catch back dashers

Stand lp can actually hit a bunch of characters crouching. Either straight up like sagat or t.hawk, or in their hit stun animation like Cody.

This makes c.lk, s.lp, s.hp xx slash/pound/tatsu your best all purpose B&B against those characters.

Not on shoto’s for that matter I’ve forgotten most of em but half of the cast you cannot depend on st lp especially blanka , sakura and why practice something that is character specific?.Sorry to lazy to test them out but I’ve changed my habit on not depending on st lp because it messes with my muscle memory too much for now I hate it when someone mashes os tech throw and hits me while I do the st lp BnB combos.

St.LP = I see you standing.
F.LP = I really don’t care if you’re standing.

Cr.Lp = I don’t give a damn whether they’re standing or crouching
F.Lp = TC1 not a chain and only for hit confirm doable, in that case I prefer TC2 for further Fadc follow ups with less scalling. Blocked = cr.lk, cr.lpx2, st.lk push them away.