Yea, it does seem pretty strict. Feels like you’re trying to release that lvl2 as soon as Oni gets to it. However, this seems like a pretty good way to land the ultra, because (though I haven’t managed to land the full combo yet) you can do lp, lp, mk.tatsu, lvl2, FADC, U2. Being able to land an approx. 440 damage Ultra combo off of a lp is pretty nice.
good meter combo ive been working on in the lab is:
cr.lk > cr.lp > cr.HP xx L.Slash xx FADC >s.lp > Target Combo xx L. down fist
not sure of exact number of damage but iirc it was somewhere between 360-380
though a SRK at the end would do more damage imo the down fist is better to do, it gives you a hard knock down right at your feet, so perfect to start a mix-up game.
Alternatively yu can sub the l.down fist for a ex slash into ultra for a sick reset and prettfy hefty damage, but that would make it a hefty 3 meters.
I think that’s overgeneralizing. For example, Rufus uses three bars to combo EX Messiah into Ultra 1.
It’s up to the player ultimately, if they want to use the meter. Sometimes there are smarter ways to use it, but if the player or character is really good at building or saving meter, it’s not so bad.
Full stun on like half the cast is not viable?
The jab and target combo after the FADC scale too much. You should just do crouching fierce into the pound.
Gay.
Man Oni hit’s hard! And his b+mp seems all kinds of good for pressure. Are there any combos from his f+mp? I can’t find any links and i’d like to have a use for that move. Maybe I need to try harder.
Do you mean the overhead? Overheads beat crouch block, so they must be blocked standing. Unfortunately, most characters not named Dudley can’t combo from their overheads.
Every overhead should lead to a full combo IMO.
U2 combos off CH c.MP. So… Remember that for big damage frametrapping!
Been messing around with Crossup Air Dash Tatsu setups. Haven’t done enough testing to find anything concrete, but after a backthrow or short Ground Pound I’ve been doing TK (Up Back) Air Dash -> RH Tatsu.
After a crossup tatsu hits you can also follow up with a f + RH for extra damage. Timing is a little tight, and it sends the opponent flying away to fullscreen. Might not be the best idea to do against strong zoners.
some cool stuff
Counter Hit f.MK -> cr.LP -> whatever combo off of cr.LP
any SRK -> FADC -> Medium Skisei Jiraiken (overhead chop thing)
Hey is there a way to combo into ex slash. I couldnt figure it out if there was
Don’t think so, not sure though. Maybe from a FA-crumble, haven’t tested.
In comboes, ex-slash best use is for the crossup with highest damage, like the combo at in 1:44 in the video I posted Oni vs. Elf:
http://forums.shoryuken.com/t/this-is-your-demise-oni-high-level-video-thread/123563page-2
Playing around with Oni right now.
Combo 1: cr.lp, b.mp, st.mp>Shoryu=253 damage. Works on crouchers as well.
Combo 2: cr.lp, b.mp, cr.hp>L Slash FADC>cr.mp, b.mp>st.hp>Shoryu/Tatsu=387 damage. Wish it worked on all characters though but at least cr.hp forces them to stand on hit so you don’t have to worry about the target combo whiffing.
So to make this thread a little more organized, here’s a compilation of all the combos posted here so far (if there are any mistakes, let me know) an FA after the combo for ultras notes that it’s a full animation. I didn’t find any of these, all credit to the discoverers.
Notes: if you’re trying to FADC one of Oni’s DPs, it has to be done on the second hit.
-TC2 means target combo (b.MP, HP)
No meter combos
s. lp, s. lp, s. lp, s. mp xx h. tatsu; 181/?
cr.short, st.jab, target combo, rh.tatsu
cr.lk, cr.lp, cr.hp; 117/260
Jump in Fierce, Cr. Strong, Cr. Friece, HK Tatsu; 354/600
Jumpin TC1xx HP Shoryu; 290/470
Jumpin cr.short, cr. jab, cr. fierce xx HK tatsu; 251/490
Jumpin cr. short, cr. jab xx HP Shoryu; 252/430
st.jab x3, st mp xx RH tatsu; 229/330
cr.lk,cr.lp,cr.hpxxrh tatsu; 229/400
cr.lp, cr. mp, cr.hp xx RH tatsu; 213/280
st.jab, st.jab, st.jab, st. hp xx rh tatsu; 250/400
Cr. mp, tc2 xx lk dp; 275/383
st.lp x2, st.hp xx lk dp; 231/365
cr.lp, cr.lp, st.lp, TC2 xx DP or slash
cr. lp, cr. mp, TC2 xx l. slash; 261/?
cr. lp, cr. mp, cr. hp xx h. tatsu/h. SRK; 213/?
j. hp, TC2 xx h. SRK; 346/?
c.lk, c.lp, s.lp, TC2, your choice of finisher; ?/?
j.HP > c.MP > TC2 xx H.Tatsu; 370/?
cr.lp, b.mp, st.mp, Shoryu; 253/?
cr. lp, cr. mp, TC2 xx h. SRK; 296/?
cr. lp, cr. lp, cr. hp xx h. SRK; 234/?
1 meter
2 meter
cr.short, st.jab, target combo, fireball, fadc, cr.strong, target combo, rh.tatsu (high stun)
Jumpin HP, Cr. mp, Cr. HP, LK slash, FADC, Cr. MP, TC2 xx HP DP; 472/774.
Cr. MP, Cr. HP, LK slash, FADC, Cr.MP, TC2 xxHP DP; 428/664
j.HP, s.HP, LK Slash xx FADC, c.HP xx HK Tatsu/HP SRK; 465/780
j.HK, cr.MP, cr.HP, H. Hadouken -> FADC -> cr.MP -> cr.HP -> H. Tatsu; 419/770*might be corner only
cr.lk, cr.lp, cr.HP xx L.Slash xx FADC, s.lp, TC2 xx L. down fist
TC2, LK Demon Slash, FADC, HP DP; 378 dmg/470 stun
3 meter
4 meter
j.HP, c.HP, LK Slash, FADC, c.HP, LK Slash, FADC, c.HP, HP srk or HK tatsu = 539/930
j.HP, s.HP, LK Slash xx FADC, c.HP, LK Slash xx FADC, c.HP xx HK Tatsu/HP SRK; 550 dmg/930
Corner combos
TC2 > EX Tatsu > U2; 429/370
electric fireball, U1; ~400/?
electric fireball, U2; ~350/?
j.hp, st.hp xx EX hado, st.lp xx EX tatsu, U1; 550/635
j.hp, st.hp xx lk slash FADC, cr.hp xx EX hado, cr.lp, EX tatsu U1 566/809
U1 Combos
Ex slash, U1
mk tatsu, lvl2 focus cancel, dash, U1; ?/? (FA) if your combo can use a tatsu, this should work as an ender (I.E., lp, lp, lp, mk tatsu, lvl 2 FA, dash, U2)
DP (any strength, it wasn’t specified), FADC forwards, U1
U2 Combos
EX slash, U2
mk tatsu, lvl2 focus cancel, dash, U2; 440/? (FA) same note as above
lvl.2 FA, late LK slash, U2; 491/270 (FA)
AA lk tatsu/AA LK slash, U2 (FA); 530/270
FADCs cost 2 meter.
FADC combo in the meterless section. (4th combo listed)
FADC combos in the 1 bar section. (1st, 3rd, 4th, 7th, & 8th combos)
4 meter combo in the 2 meter section.
The stun value for the combo below is incorrect. It should be 770
Also, I’m fairly sure that this is a corner only combo.
j.HK, cr.MP, cr.HP, H. Hadouken -> FADC -> cr.MP -> cr.HP -> H. Tatsu; 419/845
Thanks, I think I fixed everything. I’ll add a note that that’s possibly corner only, until someone better than me at this game can confrim.
anti air links encyclopedia(corner only unless noted otherwise):
**= most useful/interesting
forward RH, forward RH = 200 damage(first RH must be close)
forward RH, DP(any non-EX): 140 damage
forward RH, EX DP = 250 damage(doesn’t seem to be cancelable)
forward RH, EX tatsu: 190 damage
forward RH,Ultra 2 = 370 damage(doesn’t seem to be cancelable)
jab DP, neutral jMP = 120 damage(knocks down)
jab DP, forward RH = 105 damage(works mid screen, creates space)
jab DP, RH tatsu = 120 damage(works mid screen, carries them very far!)
jab DP, any non- EX dp = 80 damage
jab DP, EX DP = 190 damage
jab DP, EX tatsu = 220 damage **
jab DP, EX fireball = 140 damage
jab DP, EX fireball FADC ultra 1(horizontal) = 334 damage **
jab DP, Ultra 1(horizontal) = 325 damage
jab DP, Ultra 1 (vertical) = 340 damage
jab DP, Ultra 2 = **226 damage **(works mid screen!)
short tatsu, medium tatsu = 270 damage(works mid screen)
short tatsu, rh tatsu** = 270 damage**(works mid screen)
short tatsu, Fierce DP = 230 damage(works mid screen)
short tatsu, EX DP = 300 damage(works mid screen)
short tatsu, EX DP FADC EX DP = 316 damage(works mid screen)
**short tatsu, Ultra 1(horizontal) = 470 damage(full ultra!)
short tatsu, Ultra 1(vertical) = 410 damage
**short tatsu, Ultra 2 = 530 damage(works mid screen, full ultra!) ** **
short tatsu, LP/fLP = 140 damage(reset, works mid screen!)
short tatsu, cLP = 135 damage(reset, works mid screen!)
short tatsu, MP = 180** damage**(reset, works mid screen!)
short tatsu, bMP = 170** damage**(reset, works mid screen!)
short tatsu, FP = 210 damage(reset, works mid screen!)
short tatsu, LK/fLK = 140 damage(reset, works mid screen!)
short tatsu, MK = 150 damage**(reset, works mid screen!)
short tatsu, RH = 150 damage(reset, works mid screen!)
**short tatsu, cRH = 210 damage(knockdown, works mid screen!)
**aerial RH Tatsu, EX DP = 230 damage(works mid screen)
**aerial EX Tatsu, Ultra 1(horizontal) = 361 damage
short slash, LP = **145 damage **(reset, works mid screen)
**short slash, cRH = **220 damage **(knocks down, works mid screen)
short slash, Fierce DP = 240 damage(works mid screen)
short slash, EX DP = 310 damage(works mid screen)
short slash, EX DP FADC Ultra 1(horizontal) = 481 damage(works mid screen)
**short slash, ultra 1(horizontal) = 480 damage(works mid screen, full ultra)
note: I just got this game a couple hours ago, so I might be missing things, but I think it’s more or less complete, but let me know. there’s a couple variations that I didn’t include because recreating them wasn’t really worth it because of the difficulty. anti air short tatsu, fierce DP FADC was one of them, because getting the first hit is stupid hard. Also, there’s variations with medium and rh tatsus when the last hits anti air, but they’re basically the same thing so I didn’t test many of them. Same goes for resets with different starters. you get the idea. There’s also some stuff I didn’t test with Ultra 2 because I’m not that big of a fan of it. Oh well.
Of course, the vast majority of this stuff isn’t that useful other than finding out the juggle points for Oni’s different moves since we don’t have any data yet. Obviously, short slash and tatsu allow for the most juggles, but jab dp is more practical.
6hk combos into U1 in the corner for 385. The timing and spacing seem a bit strict, though.
Here’s two combos I’m working on.
c.lk § s.lp § s.hp~hadou~fadc >> TC2~ex.Shoryu (DMG:???) Also you can extend this combo if you want or FADC U1
note: Oni can combo a charged hadou. I have only tried this with s.HP but it does combo. Maybe we can use this for some tricks or a split second decision type situation.
Here is a combo that I haven’t completed but in theory it should work.
Oni’s dash is so fast it’s easier to combo his HK.tatsu into a lp/lk.
c.lk § s.lp § c.hp~hk.tatsu~fadc >> c.lp/c.lk
and that’s where my combo stopped but I expect some heavy mindfuck if you pull this off. And if you happen to know you can’t finish your combo, the stun off of a HK. Tatsu will leave the opponent open enough for you to escape if they are mashing something.
Edit: And yes I know Akuma can combo into his HK but I haven’t tried that with Akuma in a battle EVER because I wasn’t confident. But Oni does shit so stylish I’m going to start using it.
Also if you want to ever play me online my game tag is: Ishki o Sora Ni