You guys know the fierce Running Slash and Ex.Running Slash will cross-up within mid to close range, right?
yes, i do at least, the problem is that it can be easily stuffed by anything since its only invi against projectiles if im not mistaken.
unless you do it meaty on wakeup against some characters, making them guess or against players who is defending and tend to not press buttons or has bad reaction (i think one might be able to react upon seeing the start up animation of the move)
a friend of mine who played oni much more than i do said that at the right range, the lk version can be used and itll be safe on block, and if hit you can continue with jabs etc into combo… but again, still can be stuffed by quick normals during footsies…
Think you guys are looking a bit too far for oni threatening and strong points, I’ve played with him, and I can tell you oni’s strong point is from the physical and linkable combos. He can do the cr.lk > cr.lp > cr.hp link and that opens him to even more damages.
yeah i agree with what you said DTC
that hk tatsumaki is so good lol
There’s probably a way to frame trap those people with a lower strength slash, making them afraid to just mash something out.
yeah, his b+mp can combo into the lk slash, not sure about frame trapping… i couldnt test much today since by the time i got to the arcade, not that many people were around, and playing against cpu limits a lot of things… but comboing into cr.hp from 2 cr.jabs, heck 3 cr.jabs against dudley(maybe some other chars too) is kinda sweet.
i guess ill do summin like either cr.lk cr.lp, or cr.lp cr.lp into b+mp and if the opp is standing ill just chain into st.hp into hk tatsu or whatever but if opp is crouching ill combo into the lk slash.
i took some vids of me just beatin up cpu, dont think imma upload em lol… maybe tomorrow ill record some casual matches, no promises or anythin though
Throw in some hadou into FADC, I think relying much of Oni’s physical combo with FADC long combo is the way to play him…
I saw your vids and i’m really impressed with your usage of Oni’s kick normals, especially on the matches against gief. Just don’t be afraid to use those punch normals too.
This will probably end up as part of Oni’s main Slash and Kara-throw meta game up-close.
After a few blocked c.jabs, a lot of options will open up for oni: like Kara-throw(if blocking), lp.Slash(for more pressure), hp or Ex.slash(reset), SRK(if grab-tech-ing) and/or Ex.Palm-Slam if crouching low.
His main problem is probably his defense. it’s ok(Srk), but not great(non-FADC blocked SRK)
im not sure if its been mentioned, but his ex srk is not 100% invi… i mean, yday a dhalsim did U1 at point blank to chip me out but his timing was bad so i mashed ex srk to get out, so i hit the dhalsim with the first punch but then i got hit with the ultra… maybe next time ill try do wake up ex slash instead
This scenario popped in my head and I’m not sure if it works so I’d like one of ya’ll to test it if possible. Lets say you’re facing Balrog and he has Ultra and attempts to punish your air dash. Does EX-Air Tatsu keep him locked in place long enough for Ultra 1 of Balrog to move ahead of Oni the moment Oni airdashes so that Oni can punish the whiffed Ultra? I had a stupid dream where Balrog read the air dash but I ex-tatsu’d in the air after and they whiffed the ultra. Silly but yo I don’t have a nearby arcade with the game to test it on lol
that would depend on spacing, which version of the air dash you inputed and how fast you input the tatsu. So could it work? maybe.
Could avoid, but don’t think it can punish. Fireball and slash is too slow, dashing and then splat is too slow too
Is there any frame data for this character yet?
besides the dev notes no. Also does anyone know if you can do the ground pound / air palm after ex slash?
Yes, that’s possible.
Yeah you can. Check out the vids posted by Dragonfave723 in the video section. The falling-palm seems to do more damage than the SRK after ex.slash and it also keeps the opponents close.
BTW those vids posted by Dragonfave723 show what a good and experienced oni player can do. Also, check out the Evil-ryu match and how his rush-down manages to shut down Oni. Reminds me of gouken’s defensive problems, but at least gouken has an ex-parry to nullify rushdowns, Oni on the other hand, has to gamble with an SRK.
So there was playable console AE at a NYU tourney and I have to say Oni has the best green color. He looks like a super saiyan Hulk haha. He also has a real nice gold color as his tenth color.
im rockin his green alt at the moment, pretty nice imo
btw can anyone else with access to him test this out? earlier i did meaty lk ground slam on wakeup against ibuki and it made her reversal ex shoryu whiffed for a punish, maybe this can work against other wakeup reversals too? hmm
i was testing out some kara throw, what do you guys think is his best?
ive tested with f.mk, f.mp and f.hp and right now im kinda leaning towards f.hp as the best one.
and after an ex slash hits, with the exception of ultra, so far i think mk ground pound is one of the better followups, and i was thinkin if youre in the corner and trade places with your opponent using ex slash, and then follow up with a f.hk(air hit), will you be able to juggle with another move?
possible oni vortex: **warning: this is just a theory since i have no access to AE but if u want to test feel free **
oni’s vortex will rely heavyly on kara throws, srk fadc ground pound and ex slash to ground pound
on wake up heres your options:
- safe jump and os (to be determined)
- cross up tatsu
- instant overhead with mp airdash. example: jump in and do mp dash as late as possible. if air dash wiffs tatsu immeditely
- left or right palm slice mix up
- use mp air dash to tatsu to land on either side of opponite. basicly a mix of 2 and 3
once you have people thinking kara throw do tick ground pounds to blow up crouch techs.
this is all I got so far feel free to try it out and post what works and what doesnt.