Unless it’s a lvl2 FA then probably nothing…if it is lvl2 then everything?
nah Lvl1. I’ve tried Lvl2 but it doesn’t work. Not enough hit stun on the fierce.
Imma work on it tomorrow.
Out of curiosity why would you do that? Cancel tc2 with fadc I mean.
To combo into something else, if it’s possible, of course. Im pretty new to fighters so excuse my n00bness if im somehow being stupid. TC2 > FADC > Unknown.
It’s a waste of meter work on cancelling tc2 into lk.slash and fadcing the lk.slash.
Yeah, half of the super bar. Thought it might be a waste. Especially seeing as Oni’s super move is godlike.
My opinion of Oni changes everyday. Today I think he is godlk!
I always win when I play Oni lol.
He is pretty GDLK! Especially the air dashes.
No!, he isn’t he is the worst shoto in the game for now, other shoto’s has much better setups than Oni.
I’ve played him long enough to know, he is bad in all areas except maybe his Tatsu’s and DPs. Never have I felt that he is stronger than Gouken he is just different but not strong. Demon Slash is just for average players, basically there are two types of players reaction base and prediction base, eg ( if u are able to react and block Balrog’s “Overhead smash” coming from his combos or those type that keeps sitting there while you notice he is doing that but your hands aren’t fast enough to react and block therefore eating all his resets. So now if you are above average player there is nothing Oni does you can’t see during his Oki.
How I identify whether is a crossover (Demon Slash) or not is simple just grab him when you see Oni sink into your character during wake up or just block it, If he does the the Ground Pound just stand up and block and you can punish whatever after except for his HK version and EX Demon Slash will never work because its too shiny to miss it. If you ever get a hit from HK demon slash or ground pound, so what? it is just 1 hit unlike being blocked Oni will get severely punished for trying because its -8(hk) -10(Ex) on demon slash while ground pound -6(lk) -10?(ex), Oni will get full punishment back from some ultra combo fadc depending on what opponent he is facing.
Oni’s footsies or normal attacks at his current state he will lose out in a zoning war with his normals. Crouching HK startups is too slow and recovery is horrible aswell while crouching MK does not have enough range and hitstun to make it usefull. Overall weak low attack pokes moderate standing pokes in terms of speed, range, recovery and choices.
NO U!
Hi,
I’m not a good player by any stretch of the word, I used to main Chun but I want to learn someone new. So anyway, Can someone outline each of Oni’s pokes and there uses? I’m used to standing hp as a good anti-air. But apart from that I don’t really know how to use the other pokes. So, for example chuns cr.mp was great at stuffing up some moves like Balrogs straight dash. What is good to stuff other moves where the player attacks from the distance? ( like fei longs qcf + p ) and what is good to use while blocking to hope to get a hit in if they drop the combo/miss a link ( is this a stupid thing to do? ) ? Also, I notice Oni is a lot slower. My typical walk-under-as-they-jump-forward needs a lot better timing. What is this business about Oni’s standing pokes being really good also? Also, In the situation where im just sitting there blocking, after I think they’ve finished there combo, What should I do? ( both close distance or far distance ) go for a sweep? go for a special? run like a scared rat? lol. also what button do i use as the ‘pinker’ to plink cr.mp? ty
Thanks,
nachos =D
i just cant find a effective way of playing oni… far range is really hard because those who play zoning beats oni in zoning and those who play in-your-face beats oni there.
tho he got some creepy stuff but i cant grasp hes style.
it seems like your suppose to play him like ken. after a lk slash combo you got +1 but the opponent can still just dp you if he wants to.
onis f+mk is really good on block just -1 so its a way of getting in against characters with 4 frame or worse normals. the block stun of it is really awkward too so theres not many players who push buttons at the right moment.
he got an impressive kara throw too.
My biggest problem is what to do after a knockdown. i just go for the normal crossup slash, ex headstomp. hk headstomp.
because hes air tatsu really suck i cant get it down reliably.
some kind of feint slash would work on oki situations.
My advice is to try not to play Oni like Ken. Or any other character for that matter. Oni has a playstyle that’s fairly different from the majority of what we’ve seen in the past few editions of SF. I find him most effective when he applies his pressure. As far as oki, it’s almost non-existent. He isn’t Akuma after all. Crossup slash works when you’re timing is on point. But most players will know how to punish it. So you have to vary the timing and placing of it. Learn where Oni’s pressure lies and stick to playing basic SF and you’ll see more wins.
1st. The Oni-Gouken match is very even. He can pressure just as good as Oni and has a defense as bad as Oni. Non-FADC blocked-SRK is just as bad as crouching under Gouken’s wake-up tatsu. I know them both because i mained Gouken in Super and now I main Oni in AE.
2nd. Good Oni players will never use DemonSlash anywhere except in combos, or up-close on knockdowns, or to get through fireballs. Pressuring with slashes is the fastest ways to lose IMO. I would only take risks in one aspect of the game. Either on footsies or on knockdowns and never on both(unless they suck)
Anyway, everything you mentioned about countering his slashes and ground-pounds has been known for a while now. All you have to do is adjust your strategies for smart players and you’re back at making them guess. I would like to explain my strategies a bit more, but that’s for another post or thread.
3rd. Oni’s normals will lose out to what zoning war?
Sim? Duh! That is why he has other tools.
Sagat? 2 and 3-hit fireballs and Ex.Slash.
Please elaborate on your idea of “zoning war”
4th. Oni, as much as i like the character, is as middle tier as middle tier can be. He can play in any style, but does not excel in any particular style. Most players see that as something bad, but me. I don’t give a fuck. I like the character.
Without Slashes he isn’t any unique compared to other shoto’s like Ryu or Ken, If you take a sec to think that I said I am an experienced competitive oni player you wouldn’t need to explain to me how he is gonna work, online experience offline experience , arcades Lab test for 4-5hours a day on OS, Combos, frame-traps and Okizeme you name it I have it all on Oni even a 940stun combo in my arsenal. Now I do not spew nonsense when I said I totally knows Oni in and out, to average players I apply oki game with slashes, but to Pro players they just laugh at the setup and when that happens Oni is just a Gimp shoto with a weak fireball/poking game.
1- Oni doesn’t have Ken’s step kick (Oni’s sub par f+Mk)
2- Oni doesn’t have Ryu/Ken/Akuma cr.MK which is one of the most safe/important poke imo (Oni’s cr Mk 6frame, shorter reach compared to those 3 with and bigger hurtbox that isn’t as effective to be use to dodge certain attacks)
3- Horrible sweep cr.Hk compared to even Gouken, it is a 9frame sweep you can’t even use it to fireball fadc sweep like Gouken does to set things up.Speaking of setup he has no proper distance to set a untechable knockdown for a frontal safe jump besides his horrible sweep.
4- Now, If you zone your opponents with F+Hp and fireballs you’re putting yourself at big risk because,
a) they can jump on reaction upon confirming it is a fireball from Oni and you eat a full jump in combo from whatever opponent that has a shoto jump arc or shorter.
b) F+HP if you are at that range they just fadc dash in punish or just lvl2 to punish or take a good guess by neutral jumping and you will get punished for trying.
c) Oni limited to only st LK+ tatsu for punishment against -5-7 attacks like Deejay’s Sobat or Juri’s Pinwheel kick compared to the rest of the shoto’s which they can do untechable knockdown with sweeps to setup for Okizeme.
I can probably write 5times as much than what I’ve wrote up there about how bad is Oni but I am not gonna cut off the mood for people to try Oni out. If anyone here is not looking for a competitive character or not afraid to lose than you can main Oni. Don’t get me wrong I like Oni a lot while trying hard to make him work and already invested a lot of time on him but fact is fact. During shadowloo2k11 my friend told me that Tokido said this to him “If I were to rate Yun/Yang 9/10 than Oni would be 3/10” ).
Okay, enough on negative talks, I’ll try to provide as much info as I can on what you guys might wanna know about Oni for fresh users.
1) Always pick Ultra 2 because Ultra 1 is not as useful. Reason…
- It deals almost the same damage even if as a juggle after you land Ex slash. Before I continue many would think I am wrong, you guys may be right and wrong at the same time because you can Input a HK-Tatsu before doing Ultra2 after the Ex slash, if you do it right you will get 10hits and 340+ damage.
- You can get a full animation Ultra2 on baiting with FA lvl1-2 back dash and dashing forward for the Ultra2 upon confirmed crumple, believe me you can take your time with this as well as allows you to mess around with Focus fishing your opponent out.
- More damage than U1 and AA viable with a decent range.
- Able to get full animation with just a simple bnb to a “normal” fireball FADC U2 “distance is the key to this”
- What U1 has that U2 doesn’t? looks better?, able to hit target while trading fireballs?, because U1+KKK upwards is so useful?, Air U1 is so great that even a slightest pinch might knock you out of it and whiffs on target most of the time? or how about whiffing your U1 after you connect a SRK fadc to because it messes up your input? most probably your Ex srk will come out instead of the Ultra, so you’ll need to do this command to execute it “qcb~ qcf + PPP”.
2) Always use st Hp to anti air instead of HP srk or unless you know HP ain’t gonna work, The thing with Oni’s HP srk is it will not go into Shinshoryu animation for anti air no matter the range or how deep you do it and does only 120dmg. Using HP to anti air has some advantage over it because you can cancel it into a Electric fireball, HK ground pound for more cheap damage or Slash if you wanna take the risk. Yes, I know MP srk always goes into full animation but it is also has only 4frames of Invincibility and would trade against certain attacks so use wisely (this is why Capcom is giving E-Ryu 5frames MP srk when AE2012).
3) Try to always end your combo with LK slash and continue the pressure because you are at +2 “eg Adon’s Jaguar kick” and I’ll let you decide what to do next, if they blocked it you have 3option “backdash , 1frame invi mk/ex groundpound, dragonpunch” choose wisely :D. Ending combos with HK tatsu does the same damage as HP srk which is 160 so no reason for you to end with it unless it is EX srk for 190. So if you want damage always use HK tatsu and it will put you in a cross up position the moment you touch the ground and hold your joystick upwards for a cross-up, however this isn’t safe against players that like to auto correct DP etc but you can always do dash forward for a ground Oki game. As for ending combos with LK ground pound, it does slightly less damage but gives you a untechable knockdown but sux for setting up a decent position for crossovers or to even do safejumps, so you are left with only wake up games… Yes, don’t get me started on the vid that shows neutral jump for safe jumps after Ground pound, it has flaws and opponents has ways to get around it simply because you aren’t close enough when u do it (this is why we are getting 2012 EX srk untechable knockdown) so we can execute a dependable safe jump setup -_-
4) BnB combos, the ones I am using now is …
a, Block string cr.lk, cr.lk, st lk fireball or f+mk.
b, Ground punish hit comfirm strings cr.lk, (cr.lk os), cr.lp, cr.mk/stmp + fireball / lk slash “cr.lp to cr.mk or st.mp is a 1frame link”. St.lp gives a +7 but wouldn’t hit crouching which I don’t really recommend.
c, Crossover combos, cr.lpx2 into anything you want, if you use Lk cross-ups if not you can use cr.lk~cr.lp, there is a space/gap which your opponent can dp depending on the height when you press your mk.
Cr.lpx2 , cr.hp, lk slash whiffs on certain characters and sometimes the angle of your cross. Personally, I prefer back+mp/tc2 because it works on all characters, you just need to confirm whether they are crouching or standing for the extra HP.
There are more advance combos for stun, jump ins, and crumples, but I let you guys figure out yourself, If I have for 4bars to waste its gonna be my 940stun combo 8D. That’s it for now cheers!
Anyone have any success with that newish forward+HK Kara Super? I’ve found it’s not too had to use if you use KKK Macro for the forward+HK, since that counts as LK as well.
So it’s just “LP, LP, foward+KKK, slight delay, HP”. It looks awesome and gives him a huge amount of range, but so far the only practical setup I’ve found is after you backdash, since it covers almost exactly that distance (or maybe more) going forward with the Kara.
Any good setups for it that I’m not aware of?
(Also Oni is DEFINITELY the worst Shoto in the game right now… can’t believe anyone is even arguing that
Yea, I’ve use that quite often mostly after F+Hp or during footsies, what I do is buffer lpx2 inside cr.mk or f+Hp followed by HK~LK~HP, sorta like a plink.
People are arguing because they get their butt kicked by Oni and his slash gimmicks and refuse to do lab test against Oni gimmicks. This will probably take a while for people to accept the fact that he isn’t strong as it seems, just like Guy when SSF4 just released.
Oni is kind of like a lie detector test, he only works if you THINK he works If people assume they have to block slashes, then they will eat our mixups. If they just realize they can literally spam jab/short or any wakeup invincible move to beat it flat out, we have no real mixup game to speak of :\ Then they realize that they can also punish stomps, and all we’re left with is a low-health character with decent (at best) footsies, low damage output, and a very poor fireball game.
Damn his combos and mixups are satisfying when you get them, though!
I love Oni, but I decided to stick with my main (Honda) after hitting 5k BP with Oni within like a week or two (I think I was like 17th on XBL at one point? lol) and then promptly plummeting back down to like 3k when everyone figured out how poor his mixup game really is. I fell in love, then realized that Oni wasn’t actually good at doing what I thought his gameplay was supposed to be (UTK / Mixup oriented offense). What a heart breaker that was.
I’m nearly positive that Oni sucks so bad expressly because Capcom was too worried about him ending up overpowered. He’s overnerfed because they were worried, but he’s borderline useless because of it :\
Anyway, yeah I agree that some people want to claim Oni is “godlike” because they don’t understand how poor his options really are; they get blown up by his mixups due to not knowing how extremely easy they are to beat.
Ok guys lets get off this feel bad for Oni train. Coming from someone who uses Oni almost all the time I can tell you that he’s not that bad. In a game with nearly 40 characters he’s still doin’ alright. He just takes a little getting used to. If all you focus on is his gimmicky day one bs then yes he’s the worst shoto and one the weakest character in the game with a some matchup knowlege. This has been known for a long time. He has these other things at his diposal called normals and a badass U2. I think his wake up pressure game takes a lot to get used to (instant air dash cancel tatsu) :[ and requires time to get a hang of all of his safe jump setups. He’s a chip and bang zoner until you bait a punishable reversal (easy mode hi output damage) but if you miss your hitconfims your going to have to work harder for the V. Just because he has unsafe offensive options this doesn’t take away from what he does have that is safe and quite useful. People just have to learn his normals before they learn his specials. If your game consists of wake up hk.slash wake up lk.palm then you need to rethink fighting games in general. cause no one falls for the same trick twice after a certain skill threshold.
You know how annoying it is for people when I go into a match knowing at anytime with 2 bars i can pressure for free with tc1 xx lk.slash? Throw into the mix the range on f+mk and it’s decievingly short recovery and you’ve got free pressure from outside most characters poke range. Is lk.slash safe on block against gief or thawk? No but you don’t play those characters the same way with anyone else in the cast so you throw in the fact that oni has rediculously good anti air options and boss pokes and you can handle those characters way differently. I don’t want to go on for too long here so I’ll just say if your having problems with Oni’s moves being unsafe, then use the ones that are because they’re really good. They’re only going to get better in the 2012 patch. /rant
I bet you never read my other post, I don’t blame you for mentioning his footsies LOL since it’s typical to rely on normals if the special sux Oh what a surprise I’ve been there he totally sux @ss on footsies. Yes, I agree with the stop the feel bad for Oni Train but I am not gonna live in denial and believe that he is still good for competitive play. This topic should be discussed inhttp://forums.shoryuken.com/t/oni-version-2012-changes/132601 thank you.