What makes or breaks him in the end is probably how effective misogi baits crouch tech.
Also I can see dhalsim being kinda bad. However, I do see him doing fine against the twins as his anti-airs are easy and good.
I definately see him having the tools for mid-tier and at the most upper-mid tier. In the end though this is SF so it’s all about does he have any 7-3 matchups : / which unless gief gives him fits I don’t see him having any terrible matchups.
Yeah, the combo you listed doesn’t work from quite as far away though so if you can adapt to spacing / standing opponent, you can probably pick between the two. I believe b+MP combos into LK slash anyway so you could probably just do that if they’re crouching.
Misogi is gonna get raped by backdash though. It really doesn’t go far enough to cover all the bases.
so far i’m loving and hating oni, this guys stuff is god like though I feel he has trouble getting in but then again I use his dash a lot so its not as bad although its sometimes frustrating as fuck, not really sure what the major problem is about not being able to cancel his shoryuken on block when his LP shoryuken recovers faster than ken’s (super) LP shoryuken which is hilarious online since people don’t want to take the risk of going for a hard punish, oh and this guys combo variations are sick there a mix up in itself lool
Getting blown up by Cammy. It’s hard to deal with her new improved normals and EX-Cannon Strike up close.
However, I’ve had moderate success keeping her out with s.MK (2 hitter), s.HP, and c.HP.
f+HP gets punished pretty badly point blank, but in general if you use it about half screen away when Oni’s f+HP hits them with the tip, you’re safe. I was getting punished by Cammy’s s.HK which has pretty good reach. So pretty sure Balrog c.HK and Claw’s c.MP can easily tag Oni; don’t spam this that much against long reaching characters. Everyone else is pretty kosher IMO.
b.mp links into cr.fp without counter hit anyway lool in fact a lot of stuff combos from b.mp including itself, i also lmao when i found out cr.mp links into cr.fp and cr.mp into TC2
b.MP and c.MP are so sick. The frame advantage they gave him for those two moves…lmao.
Oni’s normals in general just are excellent. Like said before, he’s basically Chun/Sim in a shoto’s body. Also, LP shinsho has no invincibility, I believe.
This is the process ive followed in these two days of AE with Oni.
Tried keepaway/zoning to cause jump and punish with srk (ryuish). Result: I lost most FB battles, Srk has crappy damage on 1 hit… FAIL
Moved on to some shenaningans, air dash spamming, realized it doesnt work as a way to get in, its a bad crossup and extremely punishable overall…FAIL
Next set of shenanigans: slash spamming, tried it as a way to get in only to get stopped by a sneeze, as a way to keep pressure but i kept messing up the timing, i did learn it was a good mix up though… STILL SOMEWHAT FAIL
Final shenanigan: the Misogi, realized pretty soon how limited its range is and how easy it is to avoid but its a great mind games, especially the EX version… SOME FAIL
Screw shenaningans, back to basic fighting and regular safe bnb, save special attacks for combos and punish, mix up every once a while. Spend meter on making combos larger and obvious punish (srk), f.hp if the optimal range for it ever happens but dont force it…FAILING SLIGHTLY
Ive kinda learned when to use misogi, srk and f.hp but i still have a long way to go on timing EX slash for those nice U1 set ups. I still fail but i look good while doing it like only Oni can.
I dont have much issue with Sim honestly. Just fling electric fireballs and follow behind them, and as soon as youre close, the match is hugely in your favor. Oni has way too many frametraps and OS shenanigans for dhalsim to get out easily. If anything, Akuma is awful for Oni. He does everything Oni does against everyone else, only far safer and with teleport and DP FADC he almost never ever has to deal with Oni’s pressure. Akuma is probably the only teleport character you cant OS against either, so he can just teleport away as soon as you are close enough. Oni doesnt look as though he has too many terrible matchups. His oki is so strong VS top tiers like the twins/fei/sagat/etc and he has such great neutral game tools against a lot of the cast.
hmm speaking of vs dhalsim i wonder what can you do to catch wake up teleport? whats the most damaging option etc. someone might wanna test, do a safe jump against sim and see what you can do to punish back teleport/backdash. U2 can proly catch backdash but not sure will it be full hit, but wont hit teleport, f.hp might work, demon slash not sure which version - mk,hk, ex and can it land on time to punish etc.
ill get the console version once they are available, apparently japans psn store is still not working( i think)… though i might also be gettin a used xbox…
oh and in case anyone missed, i translated the latest wao’s notes on oni, its the last post on page 7.
I use his lk ground pound attack to blow up crouch techs. His f+mk is seems good for frame traps as well. I use it similar to how Kens use their step kick.
I find myself ending most (if not all) combos with hp dp (or ex dp for extra damage).
What are the properties of his lk ground pound? Does anyone know? I’ve seen it used as a reversal/wake up in some vids but I don’t know why.
I think Oni is honestly one of the best characters of the game… Hear me out…
Amazing normals, I feel like the dude also has a great rushdown game, he has a very effective Kara-Throw almost as good as Ken in my opinon, I am not about sure about the wakeup speed, but he seems like he wakes up faster than most. I agree however with the statement above, characters like Akuma could definitely cause him in trouble. I also believe that the slash and DP+K move can be used as esentially mixup tools… Just a bit risky if you miss or whiff… I don’t think not being able to FADC the DP is really a disadvantage. You just have to be more careful…reactions are key playing Oni
Oni can do a well timed tatsu on opponent’s wake up and it will hit as a grounded cross up. It only works if they’re standing I believe. I just randomly did it in a real match. The lk tatsu is the strongest (110 dmg). Not very practical since most people don’t just stand on their wake up but it’s still there nonetheless
He doesnt play like a shoto, he plays like Gouken without big combo’s. He zones, and uses normals AT MID SCREEN. He also plays like Gen with his fundamentals, he has excellent fundamentals. With one setup you can do 40% of most of the cast’s health, without much technical skill. He has the tools to stay away, but thats the thing, you need to be aware of your matchup info, your fundamentals, you need to play defensive, and keep away. Your optimal range is dependant on your matchup, and your setups are as small as fundamentals go, you AA with normals and shoryuken. You punish with target combos and ex moves. You determine what basic attacks your opponents will fall for (such as ex swipe) and use them when possible. But as it is with fundamentals characters, you cant just play the formula, you play the player.
Oni’s uppercut is too risky. You can’t FADC safely off a blocked uppercut. It is only viable after the second punch on hit. I can’t play him like zoning shotos. I was using uppercut mostly to punish with b+MP xx s.HP xx Uppercut. Does good damage.