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

Indeed. I’m all for re-creating space on block. God knows Oni needs it at times. TC2 is also very spiffy. Honestly, I tend to lean on st.lp more than anything. Frame advantage on hit and block is outstanding I think. F.lp is nice for corner pressure and frame trapping. I like TC1 because it’s so fast and demoralizing, but I haven’t quite worked in my regular gameplay yet. I also use that block string you put up there as well. I may throw in an extra jab every now and then. Sometimes, I even follow the st.lk with st.mk. I get little counterhits from it sometimes.

“Hi, I’m too lazy to learn matchups in SF4.”

Not only does s.lp give you +7, it does 30 damage as opposed to 25 for c.lp and 20 for c.lk.

So far it works clean on SG, BX, AB, TH, GO, ZA, HA, SE, DU, EH, and probably a few more I didn’t test yet.

Thats a significant chunk of the cast, and some important matchups.

Characters like Cody, Rufus, adon and probably much more, you can hit their crouching hit stun animation, so it’s useful in combos.

Seems shotos and sim only get hit if it’s the first hit, which doesn’t make it practical.

Anywho, the whole point of ONI combos is to put them in

A) untechable knockdown via ground pound
B)frame disadvantage via slash
C)corner via HK tatsu.

All are much easier to do if you can use S.Lp to link s.fp instead of just doing b.mp.

If they are standing means you can b+Mp into TC2 , that does more damage than st.lp to st.hp not to mention how troublesome it is to have 2kinds of bnb muscle memory so that you gain 5 more damage on crouching characters or to get +1extra frame advantage. If I wanna hit anything from max poking range into some solid combo I will personally use st mp oppose to Youhei st mk, both are 6frame on start-up with max possible range for Oni to link specials not to mention st mp will allow you to even connect lk demon slash.

Anyone ending blockstrings with forward lk ? seems really good for tick throwing or changing up the timing on your forward mk pressure.

Yes…all the time. You can really play mindgames by doing multiple f.lks. I fought a couple matches where I’d connect 3-4 of them in a row. Tends to counterhit alot plus, as you said, it changes up the timing of your strings. Highly effective.

So I think I found new Oni tech. After an ex slash you can b+mp and then lk slash, and depending on when you do it you either end up behind or in front of them. It’s relatively safe so long as we can figure out when to do it so we recover first. I did test it so if you do it fast as you can against Ryu you land behind him and can block first. This is kind of awesome, but I’m just waiting for someone to tell me this is old and I will never contribute new tech to Oni. Here’s to hoping I’m first!! I’ll test it on everyone soon.

[media=youtube]FZ2A467mrj8[/media]
0:18 … are you guthrise? not sure how important is first :sweat:

Well…it was nice while it lasted. Oh well. Still, its nice to know we can do all this.

keep it coming! :slight_smile:

Just started Oni a few days ago, and I am having quite some fun with it.
I was in training yesterday and Is it me or Ex TATSU into U1 behavior is kind of weird against D-Jay. It looks like if DJ is not in the very corner you cannot combo into U1 ? Whereas for other char such as Ryu,Ken I do not need to be completly in the corner.
Is it my timing which is wrong or is it a reality ?
Although, it looks like EX Tatsu whiffs much more on DJ than other char…

The EX tatsu wiff is all about spacing, where you hit them with the first hit of the tatsu. Also it is a little tighter because Oni’s U1 pushes him back when the fireball spawns so it doesn’t really work as well.

Yeah, the posted video had the setup you were talking about, needles. I took my own slight variation to it: I tried testing ex-slash, tap forward, b+MP, delayed LK.slash vs people who started getting used to the Oni matchup. Throwing in some awkward delays like that can throw them off conditioned opponents that expect the normal HK.slash followup. Not everyone may notice b+MP recovering.

-But found that I like resetting into shakunetsu more. Especially if you can manage to get them with the normal cheese reset once.

The crossup properties seem to depend on when and where you hit the :b::mp:.

1 - thats a corner setup only or it can be done midscreen? And whats the timming for that? U do the h.tatsu right away or u delay it a bit? I’ve been trying but havent been able to land it : \

9 - the timming on that combo is similar to Ken’s ex hado xx u2 or cammy’s c.spike xx u1? The motion of the ultra makes it a bit harder for me, real talk xD

About the ultra choice discussion i think u1 is more flexible than u2, for example: u get knockdown’ed, opp goes for a cross up and u can hit them with the ultra(KKK), they wont attempt to cross u up once more in that situation(if they have brains ofc lol). Prolly is my inexperience with u2 usage, but so far i’ve been picking u1 up most of the time, however i think i should give it a go with u2, gotta practice those u2 setups and combos.

In that OS, if u do(the order of the inputs is the same as in the training mode with inputs ON):

c.lk + c.hk
c.lk + c.lp

Wouldn’t it do the same thing? Or are you incorporating a 2nd tech-throw there?

Thanks for the input guys! Apreciated.

Can be done mid screen, yes you need to slightly delay your HK tatsu and some characters has different timing like eg Rog , Yun , Yang and etc you just gotta get use to them, pretty much like Sagat need to delay his F+HK after TU fadc u1 against Rog.

I haven’t been testing it on all of the characters but half of the cast gets hit by this for eg shotos. There are conditions for certain characters like Blanka, in order for you to hit them you need to force stand on Blanka like doing , cr mp >> cr hp >> fb >> fadc >> u2. Basically whatever 2hits medium to medium , medium to hard or even jumping in from a distance with cr mk >> fb >> fadc >> u2 works perfectly. There are times where you are in doubt or simply needs to react and you had 3 meter with you don’t be shy to use the extra meter for assurance unless you are really sure or comfortable that character will get hit by normal fb >> fadc >> u2 “eg Akuma”. As for the motion you can do it with one less input, p1 41236x2 you can turn it into like 1236x2 I think. I’ll be further trying all the characters out once I have more time for this combo.

Yep, you got it right its for anti cross-up and to OS teleport however once your opponent knows the usage of u1, they simply just jump in or cross you deeper so that they are closer to the ground , jump in from a distance or safe jump you. However u1 is good against ibuki’s kunai vortex like you’ve mention so yes some fights its better with u1.
With U2 they cannot jump in from safe distance they will get hit anyhow, much worst for them because it will be a full animation. While the true usage for this ultra2 aren’t only for AA but also for baiting with FA lvl 1 or 2 , catching opponents limbs on reaction (dhalsim) , 2meter fb into u2 combo into full animation for some 520-550dmg and also does a decent chip damage with 12frames of invincibilty.

Yes, tech throw is inside :slight_smile: , if you are having trouble with the timing on HK not coming out just switch to lp instead of lk for the starting poke.I will try to cover more on the usage of both u1 and u2 on my next post.

Oh i see! I’ll just have to practice harder then hehe

I’m testing some OS’s vs the cast with Oni, when im done with it, i’ll post all of the info.

Thanks for the enlightenment ;D

Anyone else trying :lp: xx U2?

Yeah, it’s a weird meaty situation like the Akuma AE loops. Dunno if it’s ever worth practicing though.

Some High level combo I would like to share;

***3Hit Mp fadc U2 ( cr mp >>> b+ mp >>> st mp >>> lp fireball >>> fadc >>> U2 ) ***
This works on the following characters below:

Honda , Ryu , Ken , Ibuki , Gouken * , Seth , Makoto , Gen , Akuma , Oni.

  • Works after a cross-up mk as well

Cross-up fadc U2 ( Jump mk cross-up >>> cr mp >>> cr mk (cr hp) >>> fireball >>> fadc >>> U2 )
This works on the following characters below while standing:

Honda* , Ryu , Ken , Akuma , Ibuki , Makoto* , Dudley , Gen , Dan , Yun , Yang , Seth**

  • Your opponent must be standing to connect the combo. cr hp force stand is a good choice to force stand.
    ** replace cr mk with cr hp this guy has a big hitbox.

Will update more when I have the time to test out all the characters , enjoy :slight_smile:

I haven’t contributed in a while but…if you know your opponent is hitting the panic button alittle too much (back dashing/jumping a lot/risky dps/mashing…you can always sneak this gimmick in if …they do not have an ultra that can beat u2…and if they are almost about to be chipped out…

f.mk > Ultra 2

yes i said it…f.mk > Ultra 2…and yes this has worked on pro players…either I chip them out…or they try to jump/backdash/counter

and most of the time if they just blocked…you’ll eat some damage…or they might not know how to punish u2 on block

but i love gimmicks…i suggest you all just give it a try for the hell of it…you can try to option select it if you want

if i knew how to record id make a video of how many people i’ve hit with this king of gimmicks