I’m loading another Kara F.HP Demon on Sagat…and this time it’s flawless…stay tune
Also some key notes
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7 Seconds: Could of mp air dashed
12 Seconds: MK/HK Tatsu would of worked
14 Seconds: Somehow lk tatsu caught him jumping back (wasn’t blocking?)
15 Seconds: Was a safe jump but I took a chance that he wouldn’t DP.
20 Seconds: Spacing Test for Kara Demon
22 Seconds: Kara Demon Success
It might already be said here but I am finding this stupidly weird method to be eaisest in getting Oni’s st.hk kara throrw to go off without contorting my hand in ways its not meant to be moved.
st.hk ~ lp +lk +mk+hk all at the same time. I can’t get it precise with just doing a st.hk ~ lp+lk so the hell with it, this works.
i havent posted here in a while, so idk if this has already been covered somehwere else on this thread, or on some other thread but
does anyone know any good safe jump setups? oni does a shitton of damage off a jump in and i wanna win more lol
Hmm the more I play the more I think this is gouken with a shitter fireball and no counter. They are remarkably similar in the fact that both can do large damage but both have almost no real opportunities to land it be it getting outzoned by projectiles or outpoked.
In general I am having massive problems with punishing anything because he gets pushed back too far.
He definitely can play solidly that way-- he just gets outclassed by other better zoning characters. He gets outclassed by other better rushdown characters too though, lol. So honestly he’s versatile and can do either patient zoning or rushdown, he just can’t do either of them exceptionally. So yeah, play him that way if that’s what you want to do.
What in the world can Oni zone with? Honestly his fireball is just too shitty for zoning and his few long range pokes are either too slow or too vulnerable, or in the case of f+mk both.
Normals. And then a little bit of fireballs. It’s not that good but nothing Oni does is actually good. It’s at least as effective as his rushdown, it comes down to preference.
I don’t know a specific one that plays more zoning oriented than others. Mostly just work on your anti air game and abuse f+lk as much as you can. Then go for jab / throw setups.
It’s his best poke. Fast, great range, stuffs all kinds of moves. 50 damage is more than most of his pokes of similar speed as well. That’s a lot of damage on counter hit too and you will be stuffing moves with it if you use it at the right range.
That’s because Oni’s fireball is VERY negative on block (-8 i believe). Don’t do it in blockstrings. Reserve it for his mediocre fireball zoning and FADC combos (st.FP xx Hadoken xx FADC).
As for blockstrings, different variations and combinations of st.lp, cr.lp, cr.mp, b.mp, tc1, and cr.lk. Be wary when using tc1 and cr.lk in your strings because those also leave you even (0 frame advantage) on block. Meaning you will have to be faster than your opponent and not the character itself when following up. Couple that with the random lag factor, it can be a little riskier than it appears to be.
Ok here is a question what is a decent block string going into hk slash where they actually end up having to block the slash? Aka can not be jabbed or thrown out of it before it goes active. Is this possible?
No such thing, as far as I am aware. That’s the problem with slashes. B+MP to HK slash is your best option, it leaves them the toughest window to deal with, though it’s still possible. The other issue is that cr. LP > B+MP isn’t a true blockstring either, so you can get reversal SRK’d out when transitioning from a hitconfirm.