After playing a bit with Oni last night, I learned that: dp > FADC > U1 with a backdash will not work at all, but if you use forward dash U1 will hit, even if you perform it in the corner. This is due to the fact that Oni get pushed back a bit when U1 comes out.
I’ll need to check precise damage when I get home but, doing TC2 xx dp > FADC > U1 seems to net some really nice damage.
I dont think using 3 bars for any combo ever is practical IMO.
I’d rather do jfp-tc2–shoryu-fadc-ultra and lose the 20-40 dmg or whatever and save a bar for the next round. If its the final round? sure. Otherwise? no thanks.
It seems Oni’s neutral jump MP is pretty viable. It’s active frames let it hit even when you input it at the peak of the jump, and it confirms right into a couple things. I’ve been using n. jump MP -> TC 2 -> [varying things]. Just throwin’ it out there.
You can cancel all his air dashes into air tatsu, so using the MP dash would be good for landing strange cross up tatsu’s… Other than that, jumping forwardthen air dashing away seems to really fuck people up lol. Good conditioning for regular jump ins.
j.HP > c.MP > TC2 xx H.Tatsu Does 370 damage on standing opponents and can lead to a cross up L.Tatsu after an immediate dash to do an extra 110 damage.
[cr.mp] // [cr.lk, cr.lp] > cr.hp are almost universal (see pink text)
During testing I found that (on Cody and Rufus for example for example) b+mp, b+mp works but a follow-up LK slash will whiff, if anyone feels like they want to test that with the rest of the cast be my guest.
There are also some characters (like Sagat, E.ryu and Guile) which require you to hit the cr.hp a later frame on CH to connect (since they lean back too much first frames)
Color codes:
b+mp > cr.hp whiffs
b+mp, st.mp, cr.mp and cr.hp whiffs
b+mp > cr.hp and cr.mp > cr.hp whiffs
Adon
Balrog
Chun-Li
Dan
Deejay
Dudley
El Fuerte
Gen
Hakan (only on CH b+mp)
Rose
Ibuki
Seth (only on CH b+mp)
T.hawk (only on CH b+mp)
Vega
Yang
Yun
Should be alright. If you find any errors send me a PM or write to ili/ili2 on efnet.
1: Use a character with more HP, this is affected by damage scaling, the real damage is 540, 567 on CH.
2: s.HP does 10 more damage, so do that instead of the first c.HP and it’ll do 550 damage (577 on CH), I mentioned this earlier.
In the corner L. SRK to ultra 1 one works when the opponent is jumping before the srk hits. And also Ive been experimenting with something really cool. Pretty much if an opponent is low on life and you land a full screen throw or a sweep you can jump and do ultra 1 and have them wake up into the ball, and pretty much all they can do is block and take the chip. This can win a lot of close matches, kinda like ssf4 guile and sonic hurricane chip
Not that I’m aware of, but if you mix it up midcombo (not too often, maybe once or twice a game) when you have U1 stocked, you can take a MASSIVE chunk of life so quick.