another thing to be careful with is where you use EX tatsu. Oni has the same problem as Ryu, where people fall out, except even worse for Oni apparently.
Yeah this happens A LOT. Very frequently it resets midway during the tatsu and sometimes they escape and just sit in front of you while you spin. Funny they fixed Gouken’s and Ryu’s tatsu and didn’t bother with the two new characters (E. Ryu has the same problem).
Has anyone made any headway on how to handle wakeup pressure? I’m finding (right now) that Oni dies on wakeup.
Blocking is his best way to deal with it.
How are you guys using B. mp as antiair? Been using this move for frametraps with Cr. mp.
Anyways, I find using his F. mk so useful was getting a lot of counterhits with cr. mk/cr.mp from it earlier today. What is the frame data on this? It seems like its +2/3 on block from max distance.
Been using meaty HK Palm on peoples wakeup, and getting mixed results. One time, I traded with Yang’s wakeup rollkick not sure how invincible that was.
I just tried TC2 as a meaty wakeup and it seemed to work… my anti-air sucks.
ok this is probably a dumb question, but I’ve been wondering for days what “TC2” is. can someone fill me in please?
Target Combo 2.
If im not mistaken its the b.mp xx s.hp.
slaps forehead duh, thanks. dunno why I couldn’t figure that out.
The hitbox is huge vertically; it goes over Oni’s head. It works very well against divekicks, particularly the twins’ divekicks. For normal jump-ins you would usually be better off with standing hard punch or crouching hard punch, or even standing jab (which is also surprisingly good as an anti-air).
Hey are you guys finding it that Oni is lacking something!? I like the character design and all but something feels missing!
Do we actually have to guess what you mean? I dunno, a choad?
Know what I found out today? Oni… is cody’s bitch lool I literally don’t have to do much except zonk and FA’s to win a match against Oni since most of his normals hit high and the fact his mk/hk demon slash is so slow I can level 2 focus it before it hits -_- sigh only thing I really have to worry about is f.mp and st.mk, is there really a reason to switch from cody to oni ?
I dunno bud. He seems to have a little bit of everything, plus some. I don’t see him having any true weaknesses. I’m using him because he has options that no one else has.
Don’t listen to me.
work on your reading comprehension yo lol. you can hit oni during the slash before the active frames.
though that post you were quoting’s pretty silly too.
edit: lol sorry didnt mean to offend ya or anything.
I dont even know how to react to this post
The few good cody’s i fought were not that tough to control, it feels pretty even. One thing i learned is that ex-stomp will land right above cody’s ultra. It happened to me when i decided to ex-stomp for the finish. I was actually expecting an ultra, i just didn’t think he was gonna stay still for a few frames before moving forward.
Oni’s only problem is bad players and excessive use of stomps and slashes.
it is as you say, the match is pretty even but i still think it leans in cody’s favour just because he can get around fireballs and long recovery pokes so easily, I use FA’s like parry’s so most of the time if I don’t think my FA will be lvl 2 or be in range I’m going to dash cancel and still punish you anyway lool I’m not sure on this but I think you can back dash mk.demon slash before the initial hit, I’m going to test if zonk beats demon slash in a bit if it does that would be hilarious, I think cody’s cr.mk stuffs a few of oni’s pokes but this could be mistiming on the opponents part so I won’t mention them, most of oni’s block strings without lows will trade or lose to cody’s lvl 1 zonk mostly lose though lool there are times where I feel I just can’t keep my momentum mostly around mid screen while the oni player turtles because he has low health which is where I have to mix between fake bad stone and bad stone, anyways thats all I have for now STAY TUNED!!!
It’s good vs the twins’ dive kicks but bad vs traditional jump-ins.