i guess id be happy if he could punish someone jumping over his fb…at all.
i mean, making someone jump over your fb and beeing in range for an anti-air(while having recovered fast enough) is already a task hard to accomplish. i dont think ive been in that situation yet…
I actually like the fact his fireball doesn’t reach fullscreen and his srk isn’t FADC-able on block, makes him feel more unique but seriously, if the characters offense does not make up for his less than average defense why bother with him unless you like that kind of annoying challenge, this isn’t 3s where you can get away with that stuff due to the awesome parry mechanic lool there is literally no match up where I feel Oni has the advantage, if anything disadvantage and a few 5-5’s still leaning toward the opponent, CAPCOM!!! if you care about your SF audience at all you will make my god damn changes reality lool please
If they give Oni EX Air Dash, they also need to give him the ability to FADC his DP on block as well.
That way an Oni player would have to pay closer attention to meter management. I think it would make Oni stronger on both the offensive and defensive sides of the spectrum, while still being fair since it would make him a bit more meter dependent.
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Give him resets on his HK and MK slashes. Ex will never land in person. Its useless to have a reset there.
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Ex Slash would be perfect. It alone would shoot oni up to the top of the tiers.
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Fix the air fireball ultra so its not the worst thing in the game.
^That would be too much imo, ex slash is easy to block, yes, but it also goes through fireballs if I’m not mistaken. There’s practically no move in this game which crosses you up on the ground, and you can’t even see it in most situations, it would be just a bad guessing game. I would rather make ex slash faster so it is more viable.
I was talking with a friend of mine about characters who should get buffed a little, after some time we talked about Oni.
Wouldn’t Oni be much more tournament viable if he could FADC his DP and had a fullscreen fireball without a charge? (Like Gouken)
I think those little things could bring him some tiers up, without making him too good.
I still say his Shoryu is fine. I hate that you can FADC them on block for other characters. It’s basically a chance to be totally reckless and get away unpunished. No other game has or will have something like that I hope. It’s not that big of a deal that he can’t fadc it really. I just want better frame advantage and better hitboxes on normals. Also I don’t know about you guys but I feel oni has at least 1 favorable match up: Gouken. Abuse his wake up until he has meter, bait the ex tatsu, he’s done.
See Guilty Gear Roman Cancel & False Roman Cancel. Also see Bursts and Breakers.
I don’t know much about RC and FRCs as I never played guilty gear, but Bursts in BB and Breakers in MK are different because they reset the situation. Just doing a block string then a random shoryu > fadc isn’t the same as a burst or breaker. It’s allowing you to be reckless without being punished. Bursts can only be done once a round and get you out of a combo that could maybe help you turn the match around. Breakers use up 2/3rds of your meter and do the same as bursts. But as I said I know nothing of GG so maybe those types of things have existed before.
They are all very similar in that they allow you to do something relatively risky, and make it more safe at the cost of meter.
RC’s and FRC’s are similar to FADC. You can just cancel a move. Bursts and Breakers too. You can do a risky move to try to get an advantage. If you mess up and start getting hit you can Burst/Break on the first hit.
Very true, I never thought of using bursts/breakers like that. I dunno, I still don’t want Oni to have that. He is my main and it’s the one thing about him I like, that he can’t FADC it on block, no clue why, I just do.
blazblue has rapid cancels. its the same as FADCs. cancel for 50% meter. its still stipud though.
while roman cancels and FRCs are diffrent…they take skill to execute. like frame perfect imputs, which removes the reckless factor:)
FRC takes skill, but RC in gg is the same as in BB. Oni reminds me of sf3, when you uppercut… theres no going back.
Doesn’t Oni’s DP have a lot more invincibility than others? That’s what I’ve been experiencing a lot with him. If that’s the case, I don’t particularly mind it being unable to be FADCed on block.
EDIT: Nvm, it doesn’t, apparently. >_>
I wanna learn this character SO BAD. I see so much potential here. There’s a lot to wrap my mind around though. I learned Makoto though, so I think I can learn Oni as well. Gonna get my ass kicked a lot but it’ll be worth it. The main thing I’m working on right now is incorporating the airdash into my game. Not used to that tool in SF4.
I’m having a lot of problems vs Akuma any advice on dealing with Akuma’s ground game ? It seems every time i press a button i get hit, how do i deal with (punish, escape or prevent pressure from) st roundhouse. Any help would be appreciated i’m finding this matchup really frustrating…aaarrrrrrgggghhhhhhhhhhhhhhhh!!!
Just my 2 cents:
Airdash - It’s a good and useful tool, but it seems hard to master. You can’t use it too much. The LP one is only useful in rare situations and you need to read those right. Also the tatsu is easy to screw up and whiff. The MP probably has some weird uses, but mostly ignore it IMO. The HP one is useful, but again the trick is to not overdo it and learn when to use it. One good use of the HP airdash is to bait shoryus. Another is to fake bait shoryu’s by doing it once or twice from just a little too far. Then, jump in at a distance where their shoryu will whiff and surprise them by punishing anything they try and if they are just standing sweep them. Like I say, it’s subtle and takes practice. I’m still trying to get the hang of it too.
Akuma’s st.HK: If you suspect he’s about to do this, standing MK will beat it clean if you do yours first. Otherwise, block low. If his 2nd hit whiffs, you can punish with cr.LK xx Tatsu, but you gotta be on point to hit that. In general tho, that moves a bitch. Most of the time it seems like you’re best off just blocking it. After block sometimes you can follow up with cr.LP/cr.MP, but continuing to block or back-dash is often the better call.
So guys, I have finally gotten pretty good at my Oni pressure. I’m not amazing but I have the basic idea of proper Oni oki. My next thing I need to figure out is how exactly how to time my punishes and stuff right. Here’s an example of a problem I have. Cody’s Zonk. Lets say you block it, how do you guys punish it? All of the zonk’s are negative enough that a back medium punch should hit, but for some stupid reason I never get it, I just get oni standing there like an idiot.
Also, what button do you guys use for Kara throws?
Well just got AE and figured I should pick up one of the new characters.
I played Oni and DAMN. He is awesome. Air dashing, in-air super/ultra1, easy FADCs. Only things I don’t like are the extremely vertical DP and his bad dash.
So i’ll probably be around here a fair bit.
Seeing all the buffs / nerfs so far what do you think Oni has in store? I’d say realistically he’s probably going to get a dmg boost here a hitbox fix there and maybe some frame advantage on one of his moves. I’m not sure what he’s going to get but I’d say this weakest normal would be his sweep. I’d say their probably going to speed that up. I’m interested to see what they do.
Hope it’s good. His DP needs a bigger hitbox for sure.
Btw anyone know you can do that :mp:>:hp: target combo into Focus attack? Anyone know anything you can do after that?