Shaktazuki, you are being hard on yourself i think. Not only has this fella got more experience than you gameplay wise but his character has been around for years too and was in the last version of sf4 so he has way more hours put into his character than your 1 week. You would be furious if a character you had spent a years on fine tuning was easily beaten by a brand new character within a week and by somebody fairly new to the game.Think about you got into the corner and keep him at your zone with footsies.
Im getting beatdowns too but im learning all the while. I agree priority on his pokes isnt great but offset that against one mistake from the opponent and you have wiped half their energy off. Make them respect your punishing ability. Its also fine do simply block, not get button press happy and tech grabs. Wait it out if need be.
My question is on the cr.lk > cr.lp > cr.hp BNB…how do you ever get close enough aside from a cross up to even get in range for the cr.HP to hit?
In fact can we get his basic block strings listed somewhere as my pressure game involves 1 block string and then im at too far a distance away to carry on meaning iv lost the pressure advantage. Is it safe after a block string ending in lk slash to use a lp as i always get hit way too often after lk slash than i should.
since lk slash is -2 on block. They can press buttons.
I just do Cr.lk, Cr.lp, St.lp or another cr.lp, st. lk xx Hadouken.
or just do. Cr.lk,cr.lp,Cr.mp xx lk slash or Hadouken for my block strings. maybe throw in a Ground pound to try and catch them pressing buttons.
I just love sitting on 1 bar against FB-chars. It’s so damn sexy to ex-slash through their FB, hit them crossup, b.mp reset xx hk.slash, which cross them up again. Boom, they’re confused and start turtling. Then the fun starts pushing them back to the corner.
Is it me or is s.HP too damn gdlk? It keeps those divekick-bitches grounded.
As for zoning, Vandal-vortex, Oni is quite good. Nj.mp for airdomination, E.FB is sweet, dash in behind normal FB for advance, F+HP or S.HP to punish jumped FB, and more. Get used to his normals and options, then he can be pretty solid.
lol, so many salty people in this thread (over the pages). News flash, it’s not the character, its you. if you want to not lose - dont suck. Mastering this game is more integral to winning than mastering a character. daigo could main the random button and destroy ass. Oni has retarded good footsies. learn how to use them.
stand mk
f + hk
f + fp
stand fp
cr. mk
cr. mp
stand lk
I wish I could adopt this approach to my students. “Hey, it’s not that math is hard; it’s you! Today’s lesson is ‘Don’t Suck at math’. There’s +, -, x, and /, with some exponents thrown in. And, having said that, lesson’s over. Now go home and study. Semester’s over.”
I’d get fired. But then, you get the teachers you pay for, don’t you?
So, rather than informing me that I suck - believe me, I know I do - why not tell us how the pokes are used? Better yet, make a video tutorial about how they can be used in different situations.
I was throwing out random pokes which sometime connected, but there’s no way to follow up on :f::mk: or :f::hp:, :hp: doesn’t do jack against DeeJay’s crossup (believe me, I tried), :f::hk: whiffs over crouching and is slow and :hk: doesn’t have enough range.
I definitely need to get some more training mode time in and test things out with F+LP, right now I hardly ever find a time to use it but it seems to have very good range and be a great footsie/poke tool.
Shaktazuki have you tried using b+MP as an anti air? The hitbox is actually above Oni’s head, it’s pretty ridiculous. It works best against dive kicks though, generally standing HP is a better AA against jump ins, but it all depends on the character’s jump arch and which moves they are using.
Here’s what I noted - :mk: has about the same max range (1.0) as :hk: and :hk: seems to hit lower. To follow up a random :mk: hit what do you do, just :d::mk:xx:d::df::f::p:?
Not sure if anyone has incorporated this into their mix up game yet since I haven’t seen any mention of it. Standing neutral or back HP is an amazing trap/meaty on wake up. Very similar to Balrog(Boxer)'s but you can follow up with a special move. So far it punishes all back dashes, grabs, and jumps on wake up.
I normally follow up with LK Slash which adds BnB/FADC combos on hit. On block you can either hit confirm into another combo, start a block string, grab, neutral jump shenanigans, etc. Since I was a Boxer main in SSF4 I just happened to stumble upon it and its been working wonders.
True, maybe I was being a little harsh. OK. Footsies is kind of a feeling that you have to develop over time, but it’s definitely what separates the pros from the casuals. I’m not a pro. But I’ve played with some insanely good people. I posted what IMO are Oni’s best pokes. to use them effectively:
Frame advantage: this is a big part of footsies. essentially, the more positive you are on block or hit, you earlier you can do something as opposed to your opponent. ie. if you are +3 on block, thats dope. You can move for 3 frames earlier than your opponent can recover. an example is. I throw out a cr.mp. Let’s say I’m +2 on block. I pause for a second to screw with them, them I throw out another cr. mp. Cr.mp comes out in 4 frames, but since I paused for say… that one frame, it techically seems more like 3 frames to them. If he tried to say throw out a low short (4 frame start up): I would have stuffed him out. It’s kind of hard to explain, post if you have questions.
poke at max range. be aware of your opponents spacing. eg. if it looks like he’s gradually walking towards you. Hit him with a f + fierce to get his ass back. Similarly, if he’s closer (remember what i said about max range?) use s.mk instead. Always max range. Sometimes, poke them even if it doesn’t look like your move has long enough reach. An example is, if I go stand jab and it pushes them back a bit, I’ll pause, then do a quick cr. mp to catch them if they try to pull anything. It’s relatively safe and if they get hit, it messes with their mind.
Building on the last point, Fast moves like jabs should be used in footsies close. Slow moves eg. f + hk. should be used at the max possible distance.
DONT JUMP (unless they seem like they suck at anti-airing, are carelessly chucking fireballs or you’ve scored a solid knockdown and have enough time to set up pressure).
Block if they are on the offensive. Just don’t do anything (unless teching). Block until they get pissed off and try to mix you up with something like a cross up. Answer with a crouch fierce to reset. Now you can go on the offense.
To end: alot of people get caught up in combos and stuff like that. while fun and great… you need footsies. And while you won’t see the fruits of your labour (in damage) immediately, think about this: you land 2 fierces, 1 sweep, 2 stand forwards - that’s around 400 damage. What a long post…
we’re going over basics because too many people forget the basics. A reminder from a different perspective is helpful every now and then.
If your friend is a good player, he’ll try to cross you up so that he’s already “on” you by the time you stand. I’m guessing this is what he’s doing. This makes it hard to do anything to be honest. Just learn to block. I know that move is ambiguous as hell but it’s doable. Honestly, it’s pretty much your only option. Dee jay also has a smaller jump arc than most, so if we want to get into specifics, you won’t be able to crouch fierce him effectively all of the time when he randomly jumps at you. srk is a better tool in this case since it is very fast (combo into ultra. it’ll make him think twice). Lastly, Dee jay’s jump short is a alot more dangerous than his jump forward imo, because it has an insane amount of active frames and an awesome hitbox. And if the guy starts doing that, just block. It’s not worth it unless you can beat him out clean with a srk for sure.
There’s no surefire to beat a good dee jay. It’s like fighting guile. The match will be slow. Just remember that you have some of the best fireball game in the game. Gain the life lead, and do not surrender it. Once the clock starts running low, he’ll start getting reckless. By then, a smart reversal dp to ultra should seal it.